Unreal high res shots! (56k --> NO!)

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McFly

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p_embry3.jpg


p_embry1.jpg


p_embry2.jpg


HDRGlow.jpg


Spec_Wall.jpg


EmbryHigh.jpg


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

Fredi
 
Nice things to expect from next gen hardware, that all i can say...

Got any high-res pics of the creatures? They're very pretty, and relatively low-poly considering the detail in them!!
 
Does anyone know, which hardware was used to run the E3 Unreal3 engine? The engine is capable of Pixel Shader 3, did the demo run on a NV40? Are there any details, when the Unreal3 engine will be used in game or do we have to wait 2-4 years doom3/hl2-style?
 
Totally amazing, and with <10k polygons, which is less than the geometry used in games today.... Just a little bit more geometry and they would be almost perfectly CGI-looking, just a bit more polygons here and there to get rid of some sharp edges which can still be seen.

Nice... Very Nice...
 
ChryZ said:
Does anyone know, which hardware was used to run the E3 Unreal3 engine? The engine is capable of Pixel Shader 3, did the demo run on a NV40? Are there any details, when the Unreal3 engine will be used in game or do we have to wait 2-4 years doom3/hl2-style?

Well apparently NV40 can run it, at slow framerates, but it can... So i guess by the time the next gen consoles are out, this will be playable at decent framerates (30-60 stable)
 
Yeah the NV40 can run it, but naturally the demo is early, Tim Sweeny IIRC mentioned the finished game would probably need 1 gig of video ram to run with full texture quality.
 
GwymWeepa said:
Yeah the NV40 can run it, but naturally the demo is early, Tim Sweeny IIRC mentioned the finished game would probably need 1 gig of video ram to run with full texture quality.


Gosh... 512MB arent that far off, so i guess NV50 and R500 will come out with around 1GB of RAM all for themselves. I'm sure there must be ways to contain this RAM slaughtering.... Or consoles will always be left behind...

I think with the UE3 we'll get very close to that famous milestone, the T-Rex in Jurassic Park. That was early 90's CGI and still hasn't been surpassed in today's realtime... And people expect Final Fantasy level FMV from real-time graphics.... Meh...
 
Purty (apart from the occasional visible tri, I want smooth arches already ... also the chains on that model still look flat, shows that you still have to limit subject matter to get such purty results, no substitute for raw geometry and physics).
 
MfA said:
Purty (apart from the occasional visible tri, I want smooth arches already ... also the chains on that model still look flat, shows that you still have to limit subject matter to get such purty results, no substitute for raw geometry).

Definately, that's why i'm confident that with next gen polygon performance, that little problem will be sorted out. also don't forget you'll never really see that creature in such a close up and especially not moving. A good shader will take care of that in most situation.

Now, if we're talking about a Final Fantasy type of game, then i agree i'd want much more geometry on the characters than we have on today's hardware.
 
Anyone knows (probably no but... ) if when Tim S. refers to 1G of ram he already refers to DXNext´s virtual memory, if no performance should increase a lot , right?
 
Besides the lighting and shader detail here which are significant steps up, a lot of what enables these, and the old PC Doom 3, screens to stand out so much is the exceptionally crisp image quality - there's a lot of detail packed in from supersampling and from drawing at that resolution. That's just not something to expect on consoles next generation for the games that get targeted below HDTV standards.
 
Totally amazing, and with <10k polygons, which is less than the geometry used in games today.... Just a little bit more geometry and they would be almost perfectly CGI-looking, just a bit more polygons here and there to get rid of some sharp edges which can still be seen.

yep I totally agree.

ramp the geometry up by 4 to 5 times and you'll have decent looking CGIish visuals provided the framerate is at least a consistant 30fps (w/ NO dips) if not 60fps
 
this was also running on the r420s and by some accounts faster than the nv40s .


this of course isn't supposed to come out till 2006 at the earliest . So we will most likely be ditching out r600s and nv60s for the new crop of cards .
 
london-boy said:
Just a little bit more geometry and they would be almost perfectly CGI-looking, just a bit more polygons here and there to get rid of some sharp edges which can still be seen.

Unfortunately that won't be enough on its own - good CGI has shaders that are far more complex than a simple phongish bump + specular stuff. Realistic materials will need different shading models to get rid of the everything looks plastic visuals.

Then again, it certainly is very very nice.
 
I´m not very impressed...is there something wrong with me? :(

Wait, I had only seen the screenshots that showed the environments. Those characers are certainly very impressive (even if the art is terrible :) ).
 
Take a look at this everquest 2 in game video. I expect graphics 2-3 times the quality of this by the end of the next generation of consoles.

With most improvement coming from movement of the characters and the textures and flow of cloth .

http://media.pc.ign.com/media/481/481244/vids_1.html?fromint=1


Yes the unreal pics are nice but i want more going on in worlds . The everquest 2 engine can handle over 100 chars in one place at once with that quality.
 
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