Laa-Yosh said:So Tim Sweeney basically decided that he'll use each possible technique at its best, and combine them together to cover everything? Interesting approach...
Well, of course they don't. Because you know of soooo many games that look much better. Right?termikk said:screenshots don't impress me
Wunderchu said:ok, I just heard from Tim Sweeney's own mouth (see here: http://www.beyond3d.com/forum/viewtopic.php?t=12451 )
... that Unreal Engine 3 runs @ around "25 to 35 FPS" on the new cards
(Note: no mention of what settings/resolution were used to get the "25 to 35 FPS" numbers)
Laa-Yosh said:Okay, so can anybody sum up the shadowing in UE3?
It seems to have precalculated irradiance stuff for static geometry, depth maps for cast shadows by dynamic objects, and volumetric shadows for self-shadowing dynamic objects, right? What's the reason to mix these three, wouldn't it make the system overly complicated and the visuals look silly?
I suppose anything that uses Unreal Engine 3 is running around 25 to 35 FPS on the new cards .... I mean, whether the app. is a demo or a game would not make too big of a difference, IMO, if they are both using the same engine (Unreal Engine 3).. of course there will be differences, (i.e.: games might be calculating more physics and AI, while demos may be slightly more shader intensive, etc.).. (also, depending on the tech demo, I suppose the demo might have less objects/characters on the screen at one time, than a game would have) ............ also, note that "25 to 35 FPS" is quite a large range (i.e.: 35 FPS is 40% more performance than 25 FPS)pc999 said:Wunderchu said:ok, I just heard from Tim Sweeney's own mouth (see here: http://www.beyond3d.com/forum/viewtopic.php?t=12451 )
... that Unreal Engine 3 runs @ around "25 to 35 FPS" on the new cards
(Note: no mention of what settings/resolution were used to get the "25 to 35 FPS" numbers)
In real gameplay or in demos ?
DemoCoder said:A generalization of the scissor test to Z coordinate makes perfect sense and is cheap to implement, but MS's adoption of it depends on IHVs fighting it out.
This extension adds a new per-fragment test that is, logically,
after the scissor test and before the alpha test. The depth bounds
test compares the depth value stored at the location given by the
incoming fragment's (xw,yw) coordinates to a user-defined minimum
and maximum depth value. If the stored depth value is outside the
user-defined range (exclusive), the incoming fragment is discarded.
Unlike the depth test, the depth bounds test has NO dependency on
the fragment's window-space depth value.
fallguy said:And yes by the time it comes out, years from now, other games will likely look as good.
fallguy said:I agree, which is why I said "likely". Sometimes devs dont show off their progress, till the last year or so. Like HL2, until this time last year, we didnt have any movies, or screen shots of it. While its still not out, it was kept secret for a long time, since they began working on it right after the first HL was released.
vogel said:The different approachs work together nicely as they only contribute the light occlusion at a given pixel which is then used by the lighting shader so the only visual difference you see is the amount of fuzzyness in the shadow.
Very true, but Epic has been known to license out its engine before they themselves actually participate in developing a game with it. With Unreal 2, for example, the animation system had not yet been completed by the time Legend licensed the engine.fallguy said:Get your own host, Dip.
And yes by the time it comes out, years from now, other games will likely look as good.
And, if they do, I'll be impressed by them, too. If you're not then I think you should find another hobby.fallguy said:And yes by the time it comes out, years from now, other games will likely look as good.