next-generation game: UT 2k7!

It looks very good. but, is this truly an indication of next-generation games?

dispite all the pixel shading and whatnot, ultimately everything is still fairly low-polygon, as far as one might expect from next-gen games.

better than Doom3? absolutely.

but I expect even more out of Xbox360 and especially Revoulution and PS3.
 
Megadrive1988 said:
It looks very good. but, is this truly an indication of next-generation games?

dispite all the pixel shading and whatnot, ultimately everything is still fairly low-polygon, as far as one might expect from next-gen games.

better than Doom3? absolutely.

but I expect even more out of Xbox360 and especially Revoulution and PS3.
I would guess it's about as far as you can go with UE3.0 and the kind of restrictions Epic uses for its games (# of characters on screen, rendering methods, etc.). Some are very sensitive to polygon count.

I am sure that some developers (Japanese, I'd wager) will not make the same restrictions and will be able to bump up the polygon count tremendously high.

Also, realize that these shots are for a PC game where tesselation is usually done once and is done for the lowest common demoninator.
 
I told you guys before, faking the appearence of geometry is more manigable then adding polygons. I don't think this is a limit of unreal 3. You can make a model that has 1 million polys in it if you want, but that just isn't practical. the amount of polys does depending on the game and what you are trying to achieve.

If you're expecting a whole lot more then that from next gen consoles, I think you're shooting too high.
 
I don't expect 1 million polygon models, not even on late-generation PS3 games. but more than the 15,000 or so.

50,000 to 100,000 would be nice, depending on the game, number of models on screen, size of environment, and a zillion other factors.
 
why in the world would you need that many polygons in a character model? I mean at least in a chracter model you don't get very close to. you'd probably never need anything above 20,000 polys at the max. However it depends on how they are spent.
 
Qroach said:
why in the world would you need that many polygons in a character model? I mean at least in a chracter model you don't get very close to. you'd probably never need anything above 20,000 polys at the max. However it depends on how they are spent.

Those pics aren't impressive. Some of the models look good, some don't. Why have a more detailed mesh? Why the hell not? If the hw can handle it, do it. It's clear they're compensating for a lack of power at present. That and their artists suck my nuts, but that goes without saying. I'm still expecting Team Ninja, Polyphony Digital, Namco and some others to outdo the results of the UE3 engine. Maybe it's wishful thinking, but if this is all we have to expect from the next-gen, then....I'm honestly kinda underwhelmed. It's not like going from the PS1 to the PS2. I expect the graphical leap to be more significant than that. I'm talking about an order of magnitude or more in the level of geometry in each scene, PLUS all the extra shader effects. I mean, it's 5 friggin years. PEACE.
 
I dunno, is there really anywhere you can pick out a jagged polygon seam (due to low polygon mesh) in these pix?

I do insist on doing a voice impersonation on one of them, though- ready? Here go...

"Arrrrr, matey, I'm no-neck Lobster-Man! I look funky without a neck, but I am very tuff! Tuff like a lobster! Arrrr!"
 
I expect some next-gen games will look better than this and some will look worse. I'm certain plenty of developers won't have either the manpower or technical ability to achieve even what's shown in these pictures. IMO most next-gen games won't look any better than this (but the aaa ones will).
 
I would think Capcom could pull off an awesome RE5 with UE3. Compared to Epics UE3 demo, this (UT7) looks relatively tame.

character_creation3.jpg


http://www.eurogamer.net/article.php?article_id=55552

http://www.unrealtechnology.com/html/technology/ue30.shtml
 
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