Cry Havoc

Mordenkainen said:
london-boy said:
It's an offset-mapped stone floor thing, what do u expect... ;)

I'd expect original textures. 8)

And it's not just the floor, the brick wall is also remarkably similar.


It's a stone floor thing, and a red-brick wall!! How much different from each other can they be!!! Maybe they should use pink granite and Japanese paper walls.... :D
 
Mordenkainen said:
london-boy said:
It's a stone floor thing, and a red-brick wall!! How much different from each other can they be!!! Maybe they should use pink granite and Japanese paper walls.... :D

It's not just a "stone floor thing" or a "red-brick wall", and you know it. What if I told you they are the exact same textures?

http://pwp.netcabo.pt/Tobril/humus_havoc.jpg

Well then that's another issue... If they're actually the same, it's pure laziness... Hard to prove though.
 
Lazines!? WTF are you idiots? Do you know how much do textures cost for performance? No they have to be 150% unique :rolleyes: Yeah right. Who will have time to observe such stuff in real game anyway? Uuuuu look UT uses the same brick pattern over whole level. Um damn lazy Epic programmers/artists :rolleyes: The engine looks very impressive.
 
RejZoR said:
Lazines!? WTF are you idiots? Do you know how much do textures cost for performance? No they have to be 150% unique :rolleyes: Yeah right. Who will have time to observe such stuff in real game anyway? Uuuuu look UT uses the same brick pattern over whole level. Um damn lazy Epic programmers/artists :rolleyes: The engine looks very impressive.

All i'm saying is that if they're bragging about something they've created, it would be nice to have original textures. But in this case, yeah, who cares, it's a freaking brick wall and a stone tiled floor. Doesn't get very exciting. Which is what is was saying all along.
 
I downloaded the video demo of the mansion and was very impressed by it. Especially considering its running very smoothly on a Radeon 9700.
 
Teasy said:
I downloaded the video demo of the mansion and was very impressed by it. Especially considering its running very smoothly on a Radeon 9700.
Do we know what resolution on a R9700 that video was made on? Any AA? AF? Tunings on a R9700 just for the purpose of the video? CPU?

Not knocking the R9700 (the best I had since the original Voodoo!), just that I don't know the truth behind the video (and not a runtime demo) nor the cost of the engine's physics on the CPU.
 
While I have no doubt that this could be just an odd coincidence, it's bizarre that they used the exact same textures for the wall and the floor as Humus did. What else is copied?

Poor form IMO. :p
 
That image looks more like 1024x768 without FSAA...
These new engines are not so jaggy as older ones at low res. Just run Doom 3 at 640x480. It doesn't look so terrible as DX6 or DX7 games at that resolution... (not textures,but edges in general).
 
Are we still on the kick about the bricks? If so, damn, chill for a sec :LOL: . Most likely they just get their free textures from the same distributor (it's not uncommon), or maybe they both buy from the same texture supplier. It's a bit generic, sure, but this isn't a game, it's a proof of concept, and maybe both Humus and that company thought those textures showed a good contrast for the purpose.


Later


Iridius Dio
 
Reverend said:
Yeah Diplo, that is not needed.

I actually have to agree with him, Rev. Or rather... If one person can get into any thread to spread his opinion as loudly as he wants, then you either have to allow others to do so as well - or ask both of them to stop.
 
Hey, I'm the Engine Lead at Artificial Studios.

I must admit we're guilty of laziness in that lobby scene. The lobby was something we threw in at the last minute to demonstrate some nice bump-mapping, parallax, and HDR. I believe the textures were from an old ATI demo, but Humus had done a good job of showing them off in his demo, and our artists hadn't quite grasped the concept of good parallax maps, so being out of time we just threw them in. However those were freeware, and absolutely everything else in all our demos were made in-house.

As to our demos. The Mansion demo was mostly finished in 2003, when the best card we could get was a 9700. We squeezed out every possible feature we could on this card, but of course it's impossible for a 2003 demo to rival a 2004 UE3 demo when they are running a native ps3.0 DX9-min pipeline! Furthermore we've got a very small art team compared to Epic, so it's hard to compete on raw presentation.

Our feature set matches UE3 quite closely these days. In addition we have some things they do not. For example we have adopted PRT as our core pipeline, with heavy tool support. Absolutely everything in the outside world now uses this for the base pass, with our per-pixel effects on top. The Backyard demo is the first example of this. Seeing it in motion is quite something. All interreflections, subsurface scattering, soft shadows transition as the day moves to night, the sun goes down and the moon comes up.

Epic on the other hand have stuck to lightmaps multiply blended with per-pixel lighting for their core architecture. I believe this is a case of legacy technology rather than the demands in the 2006 timeline. We can scale our PRT scenes better than we could our per-pixel scenes! The Backyard demo actually runs decently on a Geforce3. I'm working on normal-mapped LDPRT for our character demo. Keep an eye out for that ;-)

We also have some really cool content creation advancements, such as our networked level editor. Anyone can jump on the server and modify the level then play a networked game at the click of a button.

Do we know what resolution on a R9700 that video was made on? Any AA? AF? Tunings on a R9700 just for the purpose of the video? CPU?

The scene ran ~35-40fps with FP16 HDR at 800x600 on 9700 Pro, with a 2Ghz Athlon. Video sys specs were slightly different, capture software takes a huge hit. We had an insane amount of per-pixel lights lying around, nothing was static, and we applied rigid body physics to everything we could. Was quite a stress test ;-)
 
Very impressive, when you look at the engine(and not the artwork... sorry :eek: ) it amazing, I can't wait to play a game with this kind of stuff.
 
TimJohnson: Is there any chance of you releasing the demos in binary form? From the system specs you mentioned, it seems that it would run fine on my PC and I suppose on most PCs from the users here.
And I would like to see what it REALLY looks like, without the aliasing of a WMV compressor :)
It would also be nice to toy around a bit with the physics system and such.
I think I'm not the only one who feels this way :)
 
Scali said:
TimJohnson: Is there any chance of you releasing the demos in binary form? From the system specs you mentioned, it seems that it would run fine on my PC and I suppose on most PCs from the users here.
And I would like to see what it REALLY looks like, without the aliasing of a WMV compressor :)
It would also be nice to toy around a bit with the physics system and such.
I think I'm not the only one who feels this way :)


I second that one. ;) :LOL: :D
 
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