The actual UT2003 demo

Discussion in 'PC Gaming' started by demalion, Sep 14, 2002.

  1. vogel

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    I haven't tried it on a G400 in a while. You could try the OpenGL renderer and see whether it works there.

    -- Daniel, Epic Games Inc.
     
  2. Matt Burris

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    Jazz:

    This is in the readme file:

    I did hear that someone got the G400 to work by downloading DirectX 8.1b though .... may want to try that.
     
  3. Matt Burris

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    By the way, just thought I'd say that I've had the most fun in a long time playing on Anubis/Bombing Run with 16 bots on Expert skill. Very very fun! :D
     
  4. Jazz

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    ive got the service pack for Win xp and to my knowledge it has directx 8.1b already on it and it still doesnt work :(

    vogel, ive tried the opengl renderer and i get this error message:

    OpenGL renderer relies on DXTC/S3TC support.

    History: UOpenGLRenderDevice::SetRes <- UWindowsViewport::TryRenderDevice <- UWindowsViewport::OpenWindow <- UGameEngine::Init <- InitEngine
     
  5. vogel

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    Ups, forgot about that - yes, the OpenGL renderer requires the S3TC extension.

    DirectX 8.1b is required as we trigger a couple of crashbugs in the DirectX 8.1 runtime... that was a nightmare but Microsoft has been *extremely* helpful.

    -- Daniel, Epic Games Inc.
     
  6. Jazz

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    i guess ill to have to wait till monday and post my problem in the matrox support forums as no one in the murc forums has posted a solution to it either :(
     
  7. Randell

    Randell Senior Daddy
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    Gameplay (naturally) feels much smoother than build 927 and of course the bots AI is up and running properly.

    Did you know you can run each part of the benchmark proggie separately. Go into the ut2003demo\benchmark\results folder and run the batch file for each map (flyby or bot). You then get the results saved in that folder with min/avg and high fps.

    My results;

    XP@1533mhz, 640meg DDRam, 64meg 8500LE @ 275/275

    normal demo settings, 10x7, no AA no AF
    Flyby - 110.3
    botmatch - 42.6

    no AA, 8xAF
    Flyby - 110 again
    botmatch - 42.5

    2xAA, 16xAF
    Flyby - 59
    botmatch - 35

    gameplay citadel on server - 30-60 fps with occasionally (1 or 2 times in a ten minute session) drops to single figures.
     
  8. Matt Burris

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    I posted my results on my site, but in case you haven't seen them:

    - Intel P4 2.1GHz
    - 1GB PC800 RDRAM
    - GeForce4 Ti4600 (325/730)
    - Detonator 30.82 Drivers

    • Antalus Botmatch: 11.648977 / 35.513119 / 69.017975 fps -- Score = 35.530331
    • Anubis Botmatch: 19.529333 / 58.345604 / 120.366623 fps -- Score = 58.348648
    • Asbestos Botmatch: 21.981621 / 53.147606 / 103.991570 fps -- Score = 53.176178
    • Citadel Botmatch: 16.390404 / 42.461380 / 88.730461 fps -- Score = 42.526073
    • Antalus Flyover: 25.512714 / 129.651871 / 522.527954 fps -- Score = 129.720779
    • Asbestos Flyover: 25.837849 / 162.031189 / 464.948944 fps -- Score = 162.186371
    • Citadel Flyover: 18.936213 / 101.405579 / 293.091766 fps -- Score = 101.634811
     
  9. demalion

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    As I said in my first post, the difference is noticeable. To really notice it, you need to play in a way that places you in close proximity with other player models, or you need to stop and look at items that benefit. For me, it is most noticable in the bomb ball (I really should verify that name) match. On the models, the twin feeder tubes in the back of the armor are the easiest place to spot it...they turn sharp corners with it off.

    What I'm so pleased about is that it turns the model detail from "high poly" to "nearly perfectly curved" and it barely hits my fps (but that's probably due to the high physics and AI load)... IOW it appears to be about a perfect NPatch implementation (IMO).

    I do have screenshots of some end game zooms to show the "perfectly" curved edges I mean. All graphical settings are high (the only thing not a high as possible is physics).

    Hmm...perhaps in this case it would be better to use jpgs than pngs since I'm just showcasing edges...I'll link the images inline and offer links for the pngs.

    Also note that these are at round end, so the CPU load should be off (D Vogel?), and these FPS being still lower than my flyby score would then seem to indicate that the player models are all rather highly detailed at their maximum level of detail (i.e., viewed close up)...well, the fps and actually looking at the models ;) .

    Here it is with it off...some sharp edges, mostly not noticeable except at odd moments or in the model with the twin tubes I mention (sorry, didn't capture a shot of it yet):

    [​IMG]
    PNG file

    Here is an atleast similar shot with it on:

    [​IMG]
    PNG file

    Here is a different viewpoint with the calf armor receiving some lighting, and highlighting what I mean by my impression of "perfectly" curved.

    [​IMG]
    PNG file

    My benchmark results were the same for both Truform on or off, both the flyby and botmatch...so either I made a mistake in setting those settings for the benchmark, or it is ignoring it. Or, of course, it might mean it doesn't matter...which means the fluctuation I saw in game between having it on and off was just variance in game play, because the botmatch scores were EXACTLY the same, and that Truform is only used on the models.
     
  10. Nick[FM]

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    No effect on them either.. Am I the only one who can't see no difference? :cry: Do I need to go to the doc and have my eyes checked?

    Vogel,

    Will there be a TruForm/NPatch option in the game/video settings, or will it be in the Preferences menu only? Also, what's the "UseStencil" option in the preferences? :wink: Enabling it makes the screen go nuts for a second, but then everything looks normal again. Any hint on what it really does?

    Now back to test some more..
     
  11. Dave Glue

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    Probably. With my XP1800, as long as I don't go above 1024*768, dropping below does very little for the framerate. This game does indeed need a hefty CPU, although the way prices are these days an XP2800 or PIV 3 ghz will be rather cheap in 6 months time. It took quite a bit longer for most UT rigs to get 60fps consistently.
     
  12. demalion

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    Look at my shots above your post.

    Hmm...9016 drivers in your 3dmark link. I had problems with a driver beta somewhere in that vicinity, but that was for stability and I don't remember any comments about Truform not working.

    I assume that if you have the 9062 drivers you are aware of the the new Truform setting at the bottom? I think it defaults to "Always off"...just double check it is set to "Application Preference"?

    EDIT: An extremely easy way to check the difference with Truform on/off is the 3D View button when picking your character model.
     
  13. Nagorak

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    Agree 100%...very disappointed. :cry:

    Shock Rifle was rather overpowered in the first one, but now it's so slow that it seems almost useless... I'd rather have it overpowered even though I wasn't a shock whore.

    The minigun no longer seems to do any damage???? That used to be my best weapon, but now I fire away and it's like I'm shooting blanks. Edit: Ok my problem was they reversed the fire modes, so I was going around using the slow fire accuracy mode, LOL.

    Flak secondary fire no longer kills on a direct hit...WTF! I never hit someone with the flak ball in UT without them dying, unless they had the shield belt or mega health!!!

    Rocket Launcher...once again I felt it was somewhat overpowered in UT, but in UT2003 it just seems totally ineffective. The rockets are just too slow, and the weird spinning of multiple shots just makes it more or less useless.

    The sniper rifle is now the stupid rail...I mean lightning gun, which has a projectile that BLOCKS YOUR VIEW!!!!.

    The physics really need improvement...if you sit there and watch your corpse after you die, you never stop moving completely... There just isn't enough resistance in the model's joints or something. I'm sorry but in real life when someone dies their arm doesn't keep twitching indefintely, it hangs limp.
     
  14. Oompa Loompa

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    I need to play some more (and try Bombing run, which sounds interesting), but it seems quite nice. The water is particularly gorgeous.

    I expected to see more evidence of skeletal animation, but I really don't see much difference in the way characters move. Then again, I suppose a frantic run&gun game isn't the best place to appreciate subtleties of physics. I'm really looking forward to Unreal 2, DX2, and Thief 3, which should have many more opportunities to dazzle the player.

    The bummer for me is that Assault mode is my favourite thing about UT, but UT2003 doesn't have it. Hopefully someone will do an Assault mod.
     
  15. demalion

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    Hmm...perhaps a "UT2k3 things I don't like because they changed" thread should be started over in the Game Talk forum?

    That way you could list not only things that changed, but why they actually do suck beyond your just having to adapt, and it won't be completely off topic (since this is a UT2k3 thread in the 3D Technology and Hardware forum)... ;)

    *Ducks and covers in anticipation of incoming special smiley fire*
     
  16. Nagorak

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    One other thing...I realize this isn't RL or anything...but why are the guys running around with 3 inch thick armor and a completely exposed head?
     
  17. Babel-17

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    Hehe, perhaps a force field covers the head. They don't call it "Unreal" for nothing. Lol, I once posted about how strange it was to have both projectile weapons and a translocator as part of the weaponry. The energy used by a translocator could surely power something on the order of a phaser bank. :)

    Hehe, I postulated that perhaps the translocator tapped into an energy grid that was left behind by an alien race and subsequently tapped into by Liandri Industries, I suppose the same could be said for all the energy weapons and with some really tortuous logic the whole system of respawning. I toyed with attempting a short story wherein Xan Kriegor in his youth was shipwrecked in space and near fatally injured when he stumbled on an asteroid that contained a prototypical Tournament setup. It was inhabited by several aliens, remnants of some quasi military organization and they had sublimed partially into a state that made them appear ghostlike. After repairing Kriegor they studied/tortured/toyed with Kriegor in a near endless series of death matches till finally one day they just weren't there leaving Xan, by default, ownership of the tech.

    Perhaps driven half insane by those torturous matches, at any rate motivated, the once ne'r do well playboy Xan uses the tech to leverage his father out of the family business and subsequently establishes the Tournament on earth. Has he become like the Chistopher Walkin character in Deer Hunter seeking out the thrill of near death experiences or does he have other, perhaps alien, motives?

    :) Lol, I think this post helps define "Off Topic". Feel free to delete. :)
     
  18. Gollum

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    Below at least "skilled" level, the bots seem to be more in a chillout than killing mood - must be smokin' pot or something because they sure ain't trying to kill you very hard... ;)

    Maybe this thread belongs in the Game Talk forum after all, eh?
     
  19. Humus

    Humus Crazy coder
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    LOL @ Babel-17's theories :lol:

    Just play the game ffs :)
     
  20. Grall

    Grall Invisible Member
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    I played some insta-kill CTF just now (about half an hour's worth), and what strikes me is: this game is FAST. Bloody fast! Everything feels speeded up like 50% compared to old UT. Jumping, running, everything. Fast!

    I like the fact you can't crouch-walk over a ledge and kill yourself, but disappointed here's yet another FPS where you're basically a disembodied head floating around. Look down, and there's nothing there! No torso, no legs, no feet. I really REALLY hope they'll give us a body in the future because not having one is major stupid.

    Can't give much of an impression of the weapons, I've only played a little against bots and on low diff setting too so they were pretty much meat waiting to be harvested. Minigun does seem a bit ineffective, range of flakcannon is better, but still not good. Well, it's not really that type of weapon anyway, so no complaints from me.

    Looks damn purty, but it's not next-gen as far as graphic's concerned. It's just more of the same, with exception of cubemaps, which I haven't seen used in a game before.

    How come reflective surfaces don't reflect the players? Surely they could be rendered into those cubemaps as well. Looks kind of stupid when you're standing right in front of a shiny wall and you're INVISIBLE...


    *G*
     
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