Unreal Engine 3.0 demo wows GDC

Discussion in 'Architecture and Products' started by Alejux, Mar 10, 2005.

  1. Farid

    Farid Artist formely known as Vysez
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    Which bring us back to this: :wink:
    :twisted: Just a little video, Mark, even @640x480.
     
  2. Matt B

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    Also I'd argue that using a limited colour pallette in a game is definitely a good idea artistically speaking! Would you complain that the matrix or fight club is too green?

    IMO too many games these days are technicolour monstrosities

    edit: Just thought I'd say a hearty congratulations to mark and all the guys from epic, your content creation guys are seriously good.
     
  3. sunscar

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    I wasn't there to see it, but the color is in fact an filming environment issue, not something native to the presentation. The actual imagery has much more blue to it. Feels far less alien and far less like quake, in that light.

    Mark, Epic have done a beautiful job with this, congratulations to yourself and they crew. Can't wait for May.

    Good luck

    Later

    Iridius Dio
     
  4. Varg Vikernes

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    I don't know, I see a lof of chopping and skipping in last year's E3 demo which (as you say) was running 6800U (and if my memory serves right you use 2k x 2k normal maps?) so how are we supposed to believe this can run smoothly on a 6600. Unless last year's choppiness can be applied to the engine not beeing optimized back then. And i remember some of you guys saying in an interview (@Eurogamer I think) that it brings a R9800pro to its knees at 640x480. Marketing FUD or just more consequences of the "un-optimization"?


    edit: Oh, yeah nice demo btw :)
     
  5. hovz

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    lets hope it doesnt suck as much as th eunreal engine 2
     
  6. pakotlar

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    how did unreal engine 2 "suck"?
     
  7. hovz

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    netcode, collision detection, consistency
     
  8. Thowllly

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    yes
     
  9. silence

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    yap, every fucking place they could make shiny they did...."look, we can write shaders!!!!! arent you impressed?"....."FUCKING NO!!!! it looks moronic!" :wink:
     
  10. XxStratoMasterXx

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    I'm not terribly impressed with the rendering technology. FarCry supports pretty much all rendering features Unreal Engine 3 has, and it's out today. Well, perhaps not as many samples on the character shadowbuffers.

    I can't wait to see Id's entry into the next generation and CryTek's entry...

    The artwork and tools however, are pretty damn nice, and that's really the key. Give the artists good tools to work with.

    Heh, shiny is good on some things, for example, I spent a bit of time writing a "metallic" shader for Doom 3, and I assigned it to some of the weapons and it just made it look so much more realistic but for a global thing, it probably would just ruin the look.

    That's how game developers should use shaders, tastefully and not overdoing it.
     
  11. silence

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    lets wait for Croteam and Serious Sam 2 8)
     
  12. XxStratoMasterXx

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    I doubt Serious Sam will match the Triple-A engines such as Doom and CryEngine, but it does look very nice.
     
  13. silence

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    my worst part of Far Cry was that old "rusty" carrier....it was fucking shining all over the place...what for?....its supposed to be in the water for 40 years, not like they had crew with polishers on daily basis there.... :twisted:
     
  14. Blazkowicz

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    then what were these dozens of mercenaries doing there? :D
     
  15. Blazkowicz

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    I wasn't really serious about colors.
    BTW Epic Pinball is great :D

    UT2003 is the most beautiful thing that ran on my Voodoo5, and it ran well. Sure, it's not doom3 or far cry, but it's nice for ppl who have/had DX7 or powerful DX6 card :)
     
  16. Simon F

    Simon F Tea maker
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    Drifting OT, but water is actually faintly blue. You just need a lot of it to appreciate that fact.
     
  17. jvd

    jvd
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    So simon whats the chance of playing an unreal 3 engine game on a video lodgic / power vr 3d graphics board :)

    Sorry had to ask .
     
  18. _xxx_

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    The engine seems to come along nicely, just please make sure you don't repeat the failure you did with Unreal2 & Legend. If you do another Unreal game, do it in house and make a TRUE sequel to Unreal. Forget outsourcing.
     
  19. Blazkowicz

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    I was disappointed not seeing a glide renderer in UE2 :lol:
     
  20. Bouncing Zabaglione Bros.

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    Their most successful games have had an awful lot of input from Digital Extremes. And UT2K4's Onslaught gametype originally came from another company/developer.
     
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