How does MT Framework Engine compare with Unreal 3?

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So far, from the game's I've played (actually, benchmarked) on my PC, they run at a blazing fast frame rate. I'm sure UE3 is more advanced, but I don't think MT Framework is that far behind, at least interns of visual prowess. It certainly runs faster from what I've seen. I mean, this is an engine by a company with no real experience in this department. If Capcom had to manpower to license this engine, do you think UE3 would be as dominant? The games running on MTF is just so damn fast compared to what I've seen of UE3. Admittingly, I've only played Turok (horrible port) and Bioshock (Lots of custom stuff).

How does this engine compare to UE3?
 
So far, from the game's I've played (actually, benchmarked) on my PC, they run at a blazing fast frame rate. I'm sure UE3 is more advanced, but I don't think MT Framework is that far behind, at least interns of visual prowess. It certainly runs faster from what I've seen. I mean, this is an engine by a company with no real experience in this department. If Capcom had to manpower to license this engine, do you think UE3 would be as dominant? The games running on MTF is just so damn fast compared to what I've seen of UE3. Admittingly, I've only played Turok (horrible port) and Bioshock (Lots of custom stuff).

How does this engine compare to UE3?
As an outsider my feel is the MT Framework is better from a technical POV, UE is about tools and the overall package.
 
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Even I think that MT Frameworks is the more advanced engine in terms of tech and it surely runs a lot better, but then again there is nothing on the gaming scene that comes even close to being as accessible as UE3 when talking about tools.

P.S.[Bioshock is UE2.5 modified]
 
It is? I was always under the impression that UE3 was more powerful.

Depends on the version. The first one used in Dead Rising was certainly nothing awe inspiring and Lost Planet really looked barren. DMC4, despite the fact that some features were disabled to make the game run at 60Hz, was a great looking game and so was RE5. I think RE5 blows pretty much all UE3 games out of the water tech-wise, and it really shined on PC.

Their MT 2.0 engine used in Lost Planet 2 looks to be considerably better as well. Even on consoles, the texture fidelity is some of the best and most consistent I've seen in a game (demos anyway). Water and other effects look better too.
 
Depends on the version. The first one used in Dead Rising was certainly nothing awe inspiring and Lost Planet really looked barren. DMC4, despite the fact that some features were disabled to make the game run at 60Hz, was a great looking game and so was RE5. I think RE5 blows pretty much all UE3 games out of the water tech-wise, and it really shined on PC.

Their MT 2.0 engine used in Lost Planet 2 looks to be considerably better as well. Even on consoles, the texture fidelity is some of the best and most consistent I've seen in a game (demos anyway). Water and other effects look better too.

And consoles too :)
For a first gen Xbox 360 game Dead Rising & Lost Planet looked pretty nice compared to first gen UE3 tittles. Anyways talking about water effects, I think that's one area where Framework is not so hawt, it looks good but the ripples & movement are almost non existent. Its not the case with UE3 where u can have some great water animation.[Gears 2]. I love Frameworks engine for the overall sharp & clean look with tons of drool worthy effects with a remarkable solid performance.

With that said I don't think any talk in this thread yet is even slightly technical [heh] would love to see some expert's point of view.
 
i've always thought that MT framework is extremely efficient, im glad people share the same opinion. even the variable AA implementation on the xbox 360 is also quite ingenious.

UE3 is pretty much the undeniable leader in accessibility. MTF may also have a language barrier issue as well which keeps it from being adopted by third party studios. Something like this is probably the biggest issue considering how The last remenant had lots of development problems using UE3 (first Japanese developed game using UE3)
 
Something to bear in mind is that even the Western developed Capcom games didn't use FMT, so I am assuming there are some pretty big barriers that stop it being used out of house.
 
R6 Vegas is proper UE3 :)

Weird, R6V ran like butter on my PC while Bioshock chugged a bit with everything on max.

DMC4, despite the fact that some features were disabled to make the game run at 60Hz, was a great looking game and so was RE5. I think RE5 blows pretty much all UE3 games out of the water tech-wise, and it really shined on PC.

Even with my modest set up, I ran the benchmark at around 60fps+ with everything max and 1280 x 1024 with tons of enemies on screen.

As for RE5, I pretty sure it didn't run at 60fps on consoles, though. Ran at around 50fps on my setup with 2x AA.

RE5 does seem to use normal mapping as extensively as UE3 though. I saw this screen of Gears 2 in a cave where every rock was detailed. I just wish Capcom didn't use their vomit filter on RE5. I had to use a hack to get rid of it. RE5 does benefit from not having to deal with texture pop ins like in UE3. That really annoyed the hell out of me, and I wasn't even the one playing the game.
 
There's this weird bug in MT Framework games on Xbox 360, where if you have the console set to output 1080p over HDMI, or are using the VGA cable, you get constant screen tearing.
 
(first Japanese developed game using UE3)
It wasn't. Lost Odyssey came out a year before it and was in development before it and from my understanding runs better than it. It was the first 3rd party game developed using the engine in Japan to be released, and the first HD game developed in house at SE to be released. You would think that they would have gotten more help with LR since it ended becoming an unintended exclusive.

The number of objects on screen in Dead Rising 1 certainly made it a impressive title for the engine but the version used for RE5 IMO surpassed UE3 but I see them a engines constantly evolving each with different priorities and that should be clear.
 
It depends what we're comparing..

There are probably many things either technology can do the other can also do, it just might not necessarily make sense for a given title.

I've seen far more parallax shaders in UE3 bases titles, and there have been some really good shadowing/G.I techniques as of late. I tend to see more interesting post-processing in Capcom titles, faster performance and higher poly counts. Though nearly all of those factors are completely context dependent.

I'm personally convinced Capcom's engine is better when it comes to multi-threading though, simply because it was built with as a philosophy from the ground up and they appear to be getting better performance gains out of it.
 
There's this weird bug in MT Framework games on Xbox 360, where if you have the console set to output 1080p over HDMI, or are using the VGA cable, you get constant screen tearing.

Well it's not constant, but there definitely appears to be some kind of issue. It's difficult to measure as it is still scaling a 720p framebuffer and scaled tear-lines are harder to trace.
 
I don't think the tearing at 1080 resolution is an engine "bug". MANY X360 games have tearing at 1080 resolution.

With that said RE5 is one of the best looking games on console.
 
UE3 games always seem to run well, even at max settings, on GPUs that would chug under the weight of an MT framework game, though DMC4 runs pretty well. For some reason, Lost Planet does not, things always seem to go to hell when motion blur is used on a system with an ATi card. Plus I don't think any MT framework games have dynamic water surface support like UE3 does now. One problem I have with UE3, is they all seem to have a similar look to them. You know it's UE3 just by looking at it.

Besides I though MT was more or less a toolset, not really an engine?
 
It wasn't. Lost Odyssey came out a year before it and was in development before it and from my understanding runs better than it. It was the first 3rd party game developed using the engine in Japan to be released, and the first HD game developed in house at SE to be released. You would think that they would have gotten more help with LR since it ended becoming an unintended exclusive.

The number of objects on screen in Dead Rising 1 certainly made it a impressive title for the engine but the version used for RE5 IMO surpassed UE3 but I see them a engines constantly evolving each with different priorities and that should be clear.

(sorry for double post)

Lost Odyssey was developed by Mistwalker which was started by numerous ex-Square employees, including Final Fantasy alumni like the FF series creator like Hironobu Sakaguchi. Last Remnant was SE though. LO suffers from the problem of looking like a UE3 game, but it looks pretty good, and it's probably my personal favorite RPG since the debut of the "HD systems". Only played the LR PC demo, and it does have a very variable framerate, though anyone with a Geforce 9600GT or Radeon 3850 would have no problem maxing the game out at a 720p like resolution and maintaining more than 30 fps.
 
Probably on 360 & pc MT framework shows better things but on the ps3 I found really terrible in comparison. I hope to see some improvements in LP 2 but I don't have big hopes after RE 5.
 
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