New halo 2 pic

Vysez said:
Prince of persia use the Unreal engine as well, but just like SC it's heavily tweaked. The great feature is that "HDR-like" effect , that's looks beautifu.

Are you sure about that? I'm pretty sure that the new Prince of Persia is using its own proprietary engine. ANd for the Nightfire issue, is it just I or the PC version looks worse than even the worst console version graphically?
 
embargiel said:
Vysez said:
Prince of persia use the Unreal engine as well, but just like SC it's heavily tweaked. The great feature is that "HDR-like" effect , that's looks beautifu.

Are you sure about that? I'm pretty sure that the new Prince of Persia is using its own proprietary engine. ANd for the Nightfire issue, is it just I or the PC version looks worse than even the worst console version graphically?

Hmm, I dunno, the gamecube version looks pretty bad over progressive scan, at least on my computer monitor. It's the only game which I can say honestly looks worse over progressive scan, and not because of jaggies, but because some reason the image gets really blurred, like when the flicker filter is turned on in SSBM. Pokemon Colosseum looks worse too, but only because it is a jag fest and there wasn't that much detail missing in interlaced mode, at least it's still a sharper image, but it looks better with the playstation treatment.(ie, crappy low res tv that is really blurry and has color bleeding all over the place)
 
The big problem for me and these new Halo shots is the resolution. 1600x1200, okay I'm all for high res renders every once and a while but Bungie just seam obsessed with them, it is really making the game look cheap as we have seen with the shadow quality.

Most of the stuff here that looks cheap probably won't be noticable on a normal TV screen, so lets hope they get back into line soon.
 
Prince of Persia uses the Jade engine, developed internally at Ubisoft france. It is also the same engine used in Beyond good & evil.
 
Qroach said:
Prince of Persia uses the Jade engine, developed internally at Ubisoft france. It is also the same engine used in Beyond good & evil.

My bad, so it's the Michel Ancel and Jacques Exertier's team of Montpellier (very nice place btw), who are behind the Pop:Sot engine, nice to hear that.
Thank for the head's up.
 
Qroach said:
Do you know them personally?

I have friends that worked (some may still work) at Ubi Soft Montreuil (near paris), that's all. :D
 
Fox5 said:
Goldni said:
Edit: Yep, splinter cell does use the Unreal Engine, and I'd imagine Pandora Tomorrow does too. Wasn't quite sure about that, since I remember people saying 007: Nightfire on the PC used the halflife engine because gearbox made it and I kind of doubted that. Nightfire on the PC did look and play like ass, and did lack the vehicle missions, but I'd imagine they were at least using the Quake 3 engine like Agent Under Fire did...though I wasn't really able to judge the graphics since the demo level was so dark.
What does Nightfire on the PC have to do with Splinter Cell's engine? Yes, Gearbox did make it with the Half Life engine - frankly it's pretty obvious after playing the demo. And as a result, it's one of the worst console->PC ports in recent memory.
 
Qroach said:
Prince of Persia uses the Jade engine, developed internally at Ubisoft france. It is also the same engine used in Beyond good & evil.

It is not simple as that :

"For months the team was gravitating toward using the Unreal game engine, but ultimately the programmers and Mallat decided on using an internal Ubisoft technology called JADE, developed in France for the game Beyond Good & Evil. Best of all, Langlais thought he could get the rewind feature working with the JADE technology."

" In early January, the programmers realized that the JADE graphics engine was no longer capable of supporting the game's huge levels and detailed visual effects. "The programming team came in and basically said, 'Yannis, we have some bad news. We need to create a totally new rendering system for the game,'" says Mallat."

"As the deadlines began to approach for creating an E3 demo, the JADE rendering engine was removed from the game. It was replaced by a 3D rendering engine created by members of Ubisoft's Shanghai, China, design studio. Almost immediately the team began seeing results. The game was running faster, and, most importantly, the visuals were improving, thanks to effects like in-game fog and streams of light in the environment."
 
Vysez said:
Qroach said:
Do you know them personally?

I have friends that worked (some may still work) at Ubi Soft Montreuil (near paris), that's all. :D

Isn't it Montreal (Canada)?? I always thought it as Montreal.....though wondering why is it so when Ubisoft is a french company.
 
bit of correction on the engine comments; nightfire is on the half-life engine, and prince of persia is not on the unreal engine. you can find the games that are on the unreal engine listed here http://udn.epicgames.com/Powered/WebHome


the halo screenshot is alright but don't dig the lego man shadows.
 
Wasn't the Shangai studio basically built to port Splinter Cell to PS2 and GC?
So they probably used a modified SC engine, which is based on Unreal tech… interesting.

JADE engine is a very very good engine.
Beyond Good&Evil looks quite amazing at parts.
The last hour is pure genius!
Damn what a great game... Too bad it sold like s***...
It approached ICO like levels of beauty too...
I want a sequel dammit!

By the way for all the obvious polish of SC:pT and some of the best visuals around, why do the small light sources on Sam artifacting like crazy?
I don't remember any of that on the original...
 
Deepak said:
Vysez said:
Qroach said:
Do you know them personally?

I have friends that worked (some may still work) at Ubi Soft Montreuil (near paris), that's all. :D

Isn't it Montreal (Canada)?? I always thought it as Montreal.....though wondering why is it so when Ubisoft is a french company.

Montpellier Studio: France
Montreal Studio: Canada

And yes, Ubi Soft is French.
 
DeathKnight said:
Strayed quite a bit off-topic donchathink?

yep!

back on topic.

Link to the E3 2k4 pics (next button for the new pics)

Index of the new screenshots

I didn't put the images because they're all in 1600x1200 with a low jpg compression.
BTW why in the eath Bungie keep on posting on their website 1600x1200 pics, ok to gave them to the magazines, because they need those kind of resolutions, but why show them on the net, you see all the imperfections of the textures/modeling etc...
 
first principle in taking game screenshots which are supposed to look good: do not take shots of objects so up close to the camera to the extent you can see the individual texels of their textures (that includes normal maps). if you can't avoid the up-closeness, pick a hi-res-textured object. if you don't have such and you still can't avoid up-closeness, well, bad luck.
 
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