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Leto said:I didn' know the UE3 demo was released in executable form?
It wasn't to public,but guys from PC gamer managed to play a bit non the less
Leto said:I didn' know the UE3 demo was released in executable form?
poly-gone said:All the talk about the Doom 3 engine being limited by hardware technology is pure nonsense . In my opinion, an engine's superiority refers to what an engine can do given the best hardware at the time. Any shader engine can put stunning graphics on the screen, but what's the use if it needs a Render-Farm to do that ?
Duke3D-era Build was used/licensed for Blood, Shadow Warrior, Redneck Rampage, and ~10 low-budget titles. Quake was used/licensed for ... Hexen II and Sin. They also sold it for Half-Life and Daikatana, but both of those ended up far different (and with bits of Quake II). It wasn't really any more successful than Build, and barely more than Doom.Mordenkainen said:Which engine did eventually win out tons of licenses and virtually gave birth to the engine licensing industry? You always have to weight what a particular engine brings to the table and not just how fast it can pump frames on screen.
Fodder said:Duke3D-era Build was used/licensed for Blood, Shadow Warrior, Redneck Rampage, and ~10 low-budget titles.
Quake was used/licensed for ... Hexen II and Sin. They also sold it for Half-Life and Daikatana, but both of those ended up far different (and with bits of Quake II).
Several licensees will be picking up all the Q2 features for their early '98 products, so games should get even better then.
Build was the foundation for the following eight games, in order of their release: Witchaven, TekWar, Duke Nukem 3D, Witchaven II, Powerslave, Redneck Rampage, Blood and Shadow Warrior.
How did you manage to cram all those words into my mouth? I never said Build was better than Quake, I just disputed your claim that Quake was far more successful.Mordenkainen said:I think the fact that 3Drealms licensed the Quake (II) engine for DN4E is a small hint of which engine "won". And also the fact that after Build they decided to start a new engine from scratch (Prey), fully 3D like Quake. Why do this if Build was so much better?
Fodder said:How did you manage to cram all those words into my mouth? I never said Build was better than Quake, I just disputed your claim that Quake was far more successful.
AFAIK, technically "Interactive" means less than 10 fps. 3DMark 05 definately would run at atleast 10 fps on a 6800.Well, 3DMark 05 doesn't come close to running at interactive framerates on my machine (Athlon XP 2000+, GeForce 6800).
That ain't gonna help much. Shadow volumes are a definate no-no with high-poly geometry. With the 1 million+ polygon scenes that 3DMark 05 puts on the screen, the Doom 3 engine would choke.That aside, the only change you'd really need to make is to change the shadow volume extrusion from the CPU to the GPU.
Well, the E3 video indicates that the scenes are running at something like 20-25 fps. Besides, the scenes rendered in that video have close to 1 million polygons per frame, very high resolution textures and definately no pointy heads!Poly-gone, um unreal 3 runs at like 10 gps probably at best now. And you do need a render farm to get much out of it, so your point is kind of moot.
poly-gone said:AFAIK, technically "Interactive" means less than 10 fps. 3DMark 05 definately would run at atleast 10 fps on a 6800.
That ain't gonna help much. Shadow volumes are a definate no-no with high-poly geometry. With the 1 million+ polygon scenes that 3DMark 05 puts on the screen, the Doom 3 engine would choke.
Well, the E3 video indicates that the scenes are running at something like 20-25 fps.
Besides, the scenes rendered in that video have close to 1 million polygons per frame, very high resolution textures and definately no pointy heads!
Sxotty said:Here though this is from Doom 3 and looks nice
I wish I could find the thread it was in, he had better pictures as well, much better, but I could not for the life of me find it again...
By the way doing the Euro looking thing (they are tryig trafalgar square) would be easy if they did what BNA! suggested, make a model out of the building put a normal map on it and it will look like the flat HL2 buildings that you couldn't enter.