Ultra High Mode in UT 2003

Demorecording was in the demo, but it seems to have been disabled in the release version. At least the commands don't seem to work for me anymore.
 
philobot said:
Since pixel shading was brought up, there may be a noticeable pixel shader effect with steam on some maps. Go to DM Compressed and get a rocket launcher or flak and shoot it through the steam coming out of the vents on the second floor. The steam billows out a lot man. Quite cool looking. Then the steam returns to its normal flow.

The billowing is probably not a scripted animation. That's like "real time" and it has freaked out some ppl who were looking all over UT2 to find pixel shaders in action. Well there's one example, probably the only one of that magnitude, but like one of those guys said, finally some pixel shaders at work giving the game a little bit of life. Don't know if normal steam flow uses pixel shading, just maybe when it billows after getting shot. Maybe someone will say it has nothng to do with pixel shaders. I'd like to know one way or the other.

philobot

I don't know if it has to do with pixel shaders or not

But I just tried it like you said and it does appear to be Real Time, a pretty neat effect actually!

I kept shooting a rocket under a piece of the fog and it kept going up as i fired below it, pushig it upwards :p

pretty darn neat

but i don't know how it's being rendered
 
Dynamic smoke FX was supposed to be one of the big new features of the X-BOX UT game. Cool to hear that it's got carried over to the PC too!
 
philobot said:
Go to DM Compressed and get a rocket launcher or flak and shoot it through the steam coming out of the vents on the second floor. The steam billows out a lot man. Quite cool looking. Then the steam returns to its normal flow.

The billowing is probably not a scripted animation. That's like "real time" and it has freaked out some ppl who were looking all over UT2 to find pixel shaders in action.

It's not a pixel shader effect, it works on my geforce2 too. It just a particle system that can be affected by external forces. Nothing special. Pretty neat, though.
 
I remember this being distinctly mentioned and discussed here as a feature to look forward to. I think I'll go take a peek at it.

What I'm wondering is where all the swinging object physics went....I've tried on Highest setting and tried the slaughterhouse map, for example, and I see nothing so far. I remember some comment about concern with online play with this, but I tried it in instant action and saw nothing.
 
Wouldn't simple particle physics, such as the mentioned smoke, be accelerated by a vertex shader?

Wait a second though, does UT2 even use vertex shaders to accelerate functions? Would someone please confirm whether or not vertex shaders are put to use, in any form, in UT2?
 
demalion said:
I remember this being distinctly mentioned and discussed here as a feature to look forward to. I think I'll go take a peek at it.

What I'm wondering is where all the swinging object physics went....I've tried on Highest setting and tried the slaughterhouse map, for example, and I see nothing so far. I remember some comment about concern with online play with this, but I tried it in instant action and saw nothing.

In online play the physics are determined client side, so any dynamic objects in a level would not be in the same place on all clients. They just removed the swinging effect entirely.
 
demalion there really is one set of objects that swing in Slaughterhouse. Shoot the hanging meat cleavers and blades with the assualt rifle and they swind around a lot. It's a decent effect.

Someone said some hanging lights or 'some lights" move around when shot at in the same map, but heck if I can find these lights. At least there are the swinging meat cleavers.

philobot
 
ok, i tried shooting the lights in Slaughterhouse and was able to make them move... in fact the lights outside can even blow off...

of course so should the inside lights considering i'm shooting them with rockets :D but that's another topic hehe

here are some pictures

Light standing still
http://www.speedguide.net/~brent/ut2k3/light1.jpg

Light after hitting it with rocket
http://www.speedguide.net/~brent/ut2k3/light2.jpg

again
http://www.speedguide.net/~brent/ut2k3/light3.jpg

again
http://www.speedguide.net/~brent/ut2k3/light4.jpg

Light standing still
http://www.speedguide.net/~brent/ut2k3/light5.jpg

Light blown off on ground
http://www.speedguide.net/~brent/ut2k3/light6.jpg

Chain moving back and forth (way to fast though)
http://www.speedguide.net/~brent/ut2k3/light7.jpg

The animation of the chain moving is way to fast and erratic, i mean, it keeps its momentum and doesn't stop, very unatural

The light on the ground that you see there in picture 6 actually kept slidding on the ground until it hit the wall, then when it did it kept moving like a bowl of Jello. The physics engine needs some tweaking, heh.
 
Wow, magic lights... you blow them off the wall and they still shine!! :D

Would the game code be too complex to have it turn off when it becomes detached?
 
Bigus Dickus said:
Wow, magic lights... you blow them off the wall and they still shine!! :D

Would the game code be too complex to have it turn off when it becomes detached?

I believe most of the lightmaps are pre-generated, so it would cause a general slowdown if all movable lights were listed as dynamic, or a stall as the maps are "changed in status."

This is one thing that DOOM3 will bring that will be really nice: fully-dynamic lighting. By utterly doing away with pre-calculated lights (and losing some static light realism in the process), DOOM3 will be able to have amazing-looking moving light sources. The way I see it, JC figured that we finally had the hardware that was good enough to do halfway-decent lighting completely in realtime. We're still a long way off from computing lighting equal to modern games' static lighting in realtime. At the same time, by unifying the lighting model, the end result should be much better than what we've seen yet, even if there are drawbacks in certain areas (For example, UT2k3's lighting should look unequivocally better when there are no moving lights or objects in view, such as during a flyby, but DOOM3's lighting should look markedly better in motion).
 
Brent said:
Light standing still
...

Light after hitting it with rocket
...
again
...
again
OT but goodness, that is one tough light. I wish I could buy bulbs with that sort of glass.
 
if only you could use those light bulbs as armour ;)

Simon F said:
Brent said:
Light standing still
...

Light after hitting it with rocket
...
again
...
again
OT but goodness, that is one tough light. I wish I could buy bulbs with that sort of glass.

It makes you think why the players run around in 10 inches of armour that can still be destroyed as opposed to using the materials around the level. I guess we'd look kind a silly running around in light bulbs

;)
 
SS engine will allow you to shoot off the lights. Has for some time. Its a neat effect. AVP2 allows you to do the same.

Bambers,

Yea all of that Karma has to run on the CPU so turing up the phyics detail really cranks up the CPU useage.

Can any one move the slabs off meat? I remember playing a DM version of SH at Epic and it was fun as heck to blow the meat around. I guess they fixed that "bug". They also has some really cool animated billboards too :)
 
jb said:
SS engine will allow you to shoot off the lights. Has for some time. Its a neat effect. AVP2 allows you to do the same.

Bambers,

Yea all of that Karma has to run on the CPU so turing up the phyics detail really cranks up the CPU useage.

Can any one move the slabs off meat? I remember playing a DM version of SH at Epic and it was fun as heck to blow the meat around. I guess they fixed that "bug". They also has some really cool animated billboards too :)

I couldn't get the hanging meat to move...
 
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