XxStratoMasterXx said:I don't think ENGINE wise UE3 is much better than D3 (hell, in some cases D3 is still superior on a fundamental basis)
XxStratoMasterXx said:Yeah. Doom 3 Engine's potential hasn't even been tapped, due to id Software wanting to keep it playable on systems ranging back to GeForce MX.
I don't think ENGINE wise UE3 is much better than D3 (hell, in some cases D3 is still superior on a fundamental basis), but damn, Epic Games has the best art team i've ever seen.
So graphic wise D3, CryTek Demo or UE3 demo, i'd say UE3 demo.
Ratchet said:A few days ago I would have passed this off as "oh Rev, jerking it for JC again" but after seeing some screenshots where Doom3 fanboys prove that Doom3 "Can Do It Too", I'd have to say yes... Doom3 is better (than HL2, FC, etc, engine wise).
here's a nice example
this is an excellent idea for a test map
vegetation and water?
http://www.cgnetworks.com/gallerycrits/7452/7452_1101180842_medium.jpg
Half Life 2'ish Euro looking arch. tech
http://www.cgnetworks.com/gallerycrits/41393/41393_1100427906_medium.jpg
DaveBaumann said:What was somewhat of a shame for the Crytek demo was that the first time it was aired to anyone was the day after HL2 was released; HL2 has really set a high bar for NCP animation and the Crytek demo doesn't quite work as well.
beginner16 said:XxStratoMasterXx said:I don't think ENGINE wise UE3 is much better than D3 (hell, in some cases D3 is still superior on a fundamental basis)
Can you give me an example of where doom 3 engine is superior to unreal 3 engine?
Leto said:XxStratoMasterXx said:Yeah. Doom 3 Engine's potential hasn't even been tapped, due to id Software wanting to keep it playable on systems ranging back to GeForce MX.
I don't think ENGINE wise UE3 is much better than D3 (hell, in some cases D3 is still superior on a fundamental basis), but damn, Epic Games has the best art team i've ever seen.
So graphic wise D3, CryTek Demo or UE3 demo, i'd say UE3 demo.
And what makes you say all this
XxStratoMasterXx said:beginner16 said:XxStratoMasterXx said:I don't think ENGINE wise UE3 is much better than D3 (hell, in some cases D3 is still superior on a fundamental basis)
Can you give me an example of where doom 3 engine is superior to unreal 3 engine?
Unified Lighting model.
The concept is a step forward, but the implementation leaves much to be desired.XxStratoMasterXx said:beginner16 said:XxStratoMasterXx said:I don't think ENGINE wise UE3 is much better than D3 (hell, in some cases D3 is still superior on a fundamental basis)
Can you give me an example of where doom 3 engine is superior to unreal 3 engine?
Unified Lighting model.
Ostsol said:The concept is a step forward, but the implementation leaves much to be desired.XxStratoMasterXx said:beginner16 said:XxStratoMasterXx said:I don't think ENGINE wise UE3 is much better than D3 (hell, in some cases D3 is still superior on a fundamental basis)
Can you give me an example of where doom 3 engine is superior to unreal 3 engine?
Unified Lighting model.
The whole point of a unified lighting model is uniformity in shadowing (lighting will depend on the material, so you don't want it uniform). However, I do not believe this is necessary at this point. It is enough to make shadowing techniques similar in apparent results, and completely automatic and transparent to content creators.
Reverend said:Between the two, I'd say Doom3 is better.
beginner16 said:XxStratoMasterXx said:beginner16 said:XxStratoMasterXx said:I don't think ENGINE wise UE3 is much better than D3 (hell, in some cases D3 is still superior on a fundamental basis)
Can you give me an example of where doom 3 engine is superior to unreal 3 engine?
Unified Lighting model.
I only have faint idea what you mean by that,but I find it kinda weird that a game engine made for cards in one year time from now,completely rewriten for DX 9 would be less advanced in any way than engine written by one person(carmack) two years earlier.I hope you 're wrong
There is no need to have all shadows dynamic. I understand how it can be desirable in order to have all shadows cast properly onto dynamic objects, but stencil shadows make this very inefficient. Scenes will become vertex limited (due either to hardware vertex processing limitations or to CPU speed) much faster than with other methods that can achieve the same effect. There is also the issue that the shadows are all hard-edged, which is okay for short shadows in relatively confined areas, but not for large expanses.XxStratoMasterXx said:What's wrong with the implimentation? Everything in the game is lit the exact same way, and everything is dynamically shadowed, the exact same way.
Oh, and Unified lighting and shadowing doesn't mean everything looks like plastic...that's just due to the fact that JC and the crew at id chose not to utilize fragment programs for the core engine, and use varied tighter and broader specular highlights, due to wanting to keep the experience the same on all cards.
Ostsol said:There is no need to have all shadows dynamic. I understand how it can be desirable in order to have all shadows cast properly onto dynamic objects, but stencil shadows make this very inefficient. Scenes will become vertex limited (due either to hardware vertex processing limitations or to CPU speed) much faster than with other methods that can achieve the same effect. There is also the issue that the shadows are all hard-edged, which is okay for short shadows in relatively confined areas, but not for large expanses.XxStratoMasterXx said:What's wrong with the implimentation? Everything in the game is lit the exact same way, and everything is dynamically shadowed, the exact same way.
Oh, and Unified lighting and shadowing doesn't mean everything looks like plastic...that's just due to the fact that JC and the crew at id chose not to utilize fragment programs for the core engine, and use varied tighter and broader specular highlights, due to wanting to keep the experience the same on all cards.
The materials -really- could have been done better. Making things look the same across all hardware is a poor excuse. I paid for a Radeon 9700 Pro not just for speed, but for the technology it supports. I expect games that have been in development for so long to use more than a couple shaders for every material. In Doom 3 it's not often noticable, mainly because everything is so dark; but in brighter lit areas near the end, all the stone began looking like plastic, to me.