Well there is functional and then there is optimized.
...
Just like you cannot say the engine used for Halo1 was not fully functional because you could do significantly less with it than what became possible in Halo2.
Paragraph 78 said:However, when Epic was asked what was being done to bring the Engine into
compliance with these fundamental TCR requirements from the Xbox 360 manufacturer (which
again, Epic warranted to Silicon Knights it would meet), Epic responded that, though it was at
that very time working toward meeting the TCRs in Gears of War, that level of functionality
would not “make it to the engine level, as it is custom to the game.â€
I understood this differently, Sony is lending a lot of hands for optimizing UE3-Engine and it turn UT3 is a timed exclusive.How many PS3 games are being currently developed using the U3 engine and why has Sony just paid Epic to provide a optimized U3 engine for the PS3 something its already agreed to do with those PS3 developers as SK has stated a fully function U3 engine for the PS3 was promised but has yet to be provided?
There was a functional and playable version of Too Human at E3 2006. People said it had some performance issues and the control mechanic was bad, but still they had an actual game running on actual hardware. link
As someone who has been buying Epic's products since even before the original Unreal: yes. Yes, I do believe quite strongly that their core philosophy has been do what is best for the gamer, and they will reward you back.
What SK is claiming Epic is trying to do runs totally contrary to prior corporate behavior and actions taken by Epic. And thats why I am more than willing to take Epics side on this one.
Over many years they have proven themselves to me that they really understand that their bottom line is directly proportional to how they treat gamers and therefore how the industry grows as a whole. And I respect them for that.
Even if R6 is UE3, (which seems to be up in the air, as it doesn't have the UE3 logo on the box apparently), it doesn't do alot to disprove SK's claims.
1. R6 was released in Nov 2006, long after the deadling for UE3 to be delivered.
2. R6 is a FPS. SK is contending that UE3 did not work well with other genres as they were promised. Specifically, outdoor rendering.
Paragraph 80 said:Epic’s misconduct has created an industry-wide uproar because of its hoarding all
of the necessary functionalities of the Engine for Gears of War, and the other breaches and
misrepresentations by Epic referenced herein.
The interesting thing is the client of the both projects (Gears of War, Too Human) is Microsoft. If you look at it from Microsoft's POV it's a simple resource reallocation, Microsoft wanted Gears of War at Christmas of 2006 no matter what, as a result SK and other UE3 projects were slighted. I'm fairly certain Microsoft knew it and paid Epic enough money to nullify the penalties due to possible contract breaches by Epic wrt the UE3 support for projects other than Gears of War.Looks like MS was fairly pissed:
And SK is asking the courts to take all profit from GOW sales from Epic:
This is some good entertainment
But it's still strange why SK abandoned UE3 and developed their own engine rather than waiting for UE3 to come like Mass Effect or Lost Odyssey. I thought a publisher is well informed about a project status and has control on details including which engine to use and so on but it looks like there's just a contract paper between the both parties and SK rushed to the most economical way they had thought it would be.
It is NOT UE3, nothing is up in the air. Read the copyright line right next to the logo.
http://forum.beyond3d.com/showpost.php?p=898219&postcount=26
But it's still strange why SK abandoned UE3 and developed their own engine rather than waiting for UE3 to come like Mass Effect or Lost Odyssey. I thought a publisher is well informed about a project status and has control on details including which engine to use and so on but it looks like there's just a contract paper between the both parties and SK rushed to the most economical way they had thought would be.
I wouldn't be surprised if Epic bit off more than they could chew. In the last few years they've been working on GoW and UT3, both two massive triple-A titles for three different platforms. They've been working on UE3 engine technology for themselves for three different platforms. They've been selling that engine tech to many different companies, again for three different platforms. That's a massive amount of work for a relatively small development company, and I wouldn't be surprised if they just drowned under the workload.
The interesting thing is the client of the both projects (Gears of War, Too Human) is Microsoft. If you look at it from Microsoft's POV it's a simple resource reallocation, Microsoft wanted Gears of War at Christmas of 2006 no matter what, as a result SK and other UE3 projects were slighted. I'm fairly certain Microsoft knew it and paid Epic enough money to nullify the penalties due to possible contract breaches by Epic wrt the UE3 support for projects other than Gears of War.
But it's still strange why SK abandoned UE3 and developed their own engine rather than waiting for UE3 to come like Mass Effect or Lost Odyssey. I thought a publisher is well informed about a project status and has control on details including which engine to use and so on but it looks like there's just a contract paper between the both parties and SK rushed to the most economical way they had thought would be.
Read the Gamasutra article (or my happy little summary). SK is claiming that the E3 2006 demo was not running on UE3.0, but instead an in-house engine that they hacked together. Now, the question is, is that a renderer or is that the whole engine? If it's the latter, and it's because Epic simply didn't deliver any code prior to November 2006, then Epic doesn't have a leg to stand on. If it's the former, then things will get very confusing very quickly. I imagine a lot of work went like this:Well there is functional and then there is optimized.
There was a functional and playable version of Too Human at E3 2006. People said it had some performance issues and the control mechanic was bad, but still they had an actual game running on actual hardware. link
Same with PS3 UE3 games. Just because they are going to spend more time optimizing it does not mean it was never functional.
Just like you cannot say the engine used for Halo1 was not fully functional because you could do significantly less with it than what became possible in Halo2.
I understood this differently, Sony is lending a lot of hands for optimizing UE3-Engine and it turn UT3 is a timed exclusive.
The amount of UE3-Licenses and the amount of games we seen running on UE certainly indicates that there are problems.
Possibly unreal engine 3 is not as suited for the type of game they want to create???
Possibly unreal engine 3 is not as suited for the type of game they want to create???
they were guaranteed that it was, it's on the lawsuit as well
Paragraph 88a said:on or about August 12, 2004, Tim Sweeney of Epic represented that the Engine would be able to render both indoor and outdoor terrain. Mark Rein touted that feature of the Engine as well on December 15, 2004.
...Epic apparently decided that the terrain-creating portion of the Engine would need to be completely rewritten in order
to create outdoor terrain. Moreover, Epic informed its licensees the re-write would not be available until after Gears of War was complete.
I wouldn't be surprised if Epic bit off more than they could chew. In the last few years they've been working on GoW and UT3, both two massive triple-A titles for three different platforms. They've been working on UE3 engine technology for themselves for three different platforms. They've been selling that engine tech to many different companies, again for three different platforms. That's a massive amount of work for a relatively small development company, and I wouldn't be surprised if they just drowned under the workload.
Read the Gamasutra article (or my happy little summary). SK is claiming that the E3 2006 demo was not running on UE3.0, but instead an in-house engine that they hacked together. Now, the question is, is that a renderer or is that the whole engine? If it's the latter, and it's because Epic simply didn't deliver any code prior to November 2006, then Epic doesn't have a leg to stand on. If it's the former, then things will get very confusing very quickly. I imagine a lot of work went like this:
- Engine is supplied to licensees
- In the course of making UT3/GoW, Epic game devs (not necessarily engine devs) find and fix bugs in the engine
- Epic claims that since it was game devs and not engine devs, the fixes are game-specific and are not covered under the license
Well, if Epic actually did say "you're not going to get a new renderer until November 2006 that is capable of outdoor terrain," they're screwed. I really think it's just a matter of Epic not having the resources to do these million things at once, as BZB has pointed out.I think the issue with the different builds used for Gears and Too Human is going to be used to show motive as well as evidence of damage.
However, the issue of fully functional engines delivered on a specific date is going to be proved on whether the build in the developer hands had the feature set or provided the performance stated in the licensees' contract or marketing material.
Epic isn't going to pitch U3E based on hypothetical feature sets and performance abilities and/or developers aren't going to sign contracts, which doesn't stipulate what actually U3E will provide, so evidence on what a fully functional U3E entails should be around somewhere.
SK is using the different builds along with those miss delivery deadlines to show how much damage was done by Epic's supposed actions. This is being used to strictly as a tool to up the compensation that SK wants from Epic.