Didn't we already ruled out GPU stress as a cause for framerate drop? As such, that FarCry has more advanced effects is irrelevant.hovz said:also dropped into the 30s much less than ut did. even tho its far more advanced.
Both are equally jumpy. You might notice that the UT2004 bench's running time is close to twice the length of the FarCry benches.also the far cry chart was MUCH less jumpy than the ut one.
There's a link to reviews at the top of this page. . . Because I'm so nice, here's a direct link.also what are the specs of ur system, i dont usually read beyond3d reviews.
Ostsol said:Didn't we already ruled out GPU stress as a cause for framerate drop? As such, that FarCry has more advanced effects is irrelevant.hovz said:also dropped into the 30s much less than ut did. even tho its far more advanced.
Both are equally jumpy. You might notice that the UT2004 bench's running time is close to twice the length of the FarCry benches.also the far cry chart was MUCH less jumpy than the ut one.
There's a link to reviews at the top of this page. . . Because I'm so nice, here's a direct link.also what are the specs of ur system, i dont usually read beyond3d reviews.
Like what?hovz said:its processing more physics too, not just effects.
Most objects are static and merely have to rendered in place and maybe collided with active objects in the immediate area. Scene complexity can be argued in favour of UT2004 as well. Not only might there be static meshes all over the place, but also projectiles flying around.also theres far more objects on screne that have to be sent to the cpu.
There's two ways that this can be accomplished. Either there's a navigation point behind the object (marking a position from which the object can be used as cover) or the object has some parameters that dictate that it can be used as cover and the distance to stand from it. Neither of which are particularily new or advanced.and this is just a guess, but id say the ai in far cry is also more advanced since the enemies have to be aware of all their surroundings to be able to duck for cover behind the objects around them.
Even assuming both are doing the same amount of work or that FarCry is doing more, I'll once again state that the two engines may have content coded entirely differently. I know that FarCry uses Lua for mission scripting, but I don't know what it uses for defining other game-specific content and logic. If it uses C++ then it will certainly be inherently faster than the Unreal Engine, which uses a scripting language interpretted by a virtual machine.so even on a 3 ghz systemwith top of the line video card, extremely frequent drops to the 30s which will happen with every setting at its lowest. thats not what id call a good engine.
Ostsol said:Like what?hovz said:its processing more physics too, not just effects.
Most objects are static and merely have to rendered in place and maybe collided with active objects in the immediate area. Scene complexity can be argued in favour of UT2004 as well. Not only might there be static meshes all over the place, but also projectiles flying around.also theres far more objects on screne that have to be sent to the cpu.
There's two ways that this can be accomplished. Either there's a navigation point behind the object (marking a position from which the object can be used as cover) or the object has some parameters that dictate that it can be used as cover and the distance to stand from it. Neither of which are particularily new or advanced.and this is just a guess, but id say the ai in far cry is also more advanced since the enemies have to be aware of all their surroundings to be able to duck for cover behind the objects around them.
One can also argue that UT2004 bots' dodging and manoevering is equivalent in terms of decision making complexity, and also more of a load on physics. While a FarCry character is standing in place behind cover it does not have to have collision tests with static objects, but a UT2004 bots' jumping and dodging requires constant collision detection with everything in the immediate area.
Even assuming both are doing the same amount of work or that FarCry is doing more, I'll once again state that the two engines may have content coded entirely differently. I know that FarCry uses Lua for mission scripting, but I don't know what it uses for defining other game-specific content and logic. If it uses C++ then it will certainly be inherently faster than the Unreal Engine, which uses a scripting language interpretted by a virtual machine.so even on a 3 ghz systemwith top of the line video card, extremely frequent drops to the 30s which will happen with every setting at its lowest. thats not what id call a good engine.
If I had UT2003 and UnrealEd installed, I'd comment on this.hovz said:dont even compare the scene compelxity of ut to far cry...
Depending on how scene partitioning is accomplished, most objects can be discarded for collision detection. At the most basic level, only objects in a specific partition of the map (or partitions if the object is straddling more than one) are compared. Even then it's only dynamic (read: moving or with a changing collision hull) that are checked against other dynamic and static objects. Also, just because an object is dynamic doesn't mean that it needs to check against other objects for collision. If it is not moving, it's treated as static.lol......even if they are static, which half of them arent, especially in indoor levels, they still have to be sent to the cpu to register the according collision area. ut doesnt even compare in this aspect. theres what, a few poles or stands here and there?
as far as physics go you can interact with about half of the objects on screen, they arent all just static crates or barrels. the enemies have hit detection, they arent just a square hit box. the water actually has physics of water when somehting falls into it. the guards use a form of ragdoll physics at all times, not just when they die. the guns accurracy changes dynamically. the calculations done to make the sound and visibility in regards to stealth work.
Then why do you claim that the Unreal Engine is badly programmed? As an end user all you care about is performance, so why bother to try and explain it as bad programming? Since you said it was, I am simply trying to explain that the engine is designed in such a way that may make it inherently slower in some areas. This does not make it badly programmed at all. It is merely a design decision.and why do i as an end user care if its coded in c++ or scripting? the fact is the performance is not what you can classify as good for such an aged game on a top end system. as an end user i dont care about why they chose to code in a slower language, all i know is that the performance is lacking, and there is NO WAY to remedy it. in far cry when u turn down details ur lows and highs go up, not just ur highs.
Heathen said:Where's the Ignore button when you desperately need it?
Epic is in the buisness of making 3d graphics engines that provide developers with a good framework to make games. This framework includes utilities to aid in making the development and integration of content relatively quick and easy. UnrealScript is such a utility. Technically, if a developer wanted they could code everything in C++, practically ignoring UnrealScript. After all, when they license the engine they also get the full source-code.hovz said:if a design decision gives the end user worse performance, then as far as we go how is it not programmed badly? it certainly isnt giving us advanced features or options to negate the bad performance
As I said, if those 100 trees, ruins of buildings, rocks, buildings, and tents are not moving, they are no different than static objects. Physics does not even touch any of those objects until a moving dynamic object is in the same partition.and even if it is as simple as you say, the fatc is far cry is still doing much more of these simple calculations than ut. dnyamic objects still take more overhead than static ones. 100 trees, ruins of buildings, rocks, buildings, tents etc. still take more overhead then walls and platforms. and simplified hit detection is better then none at all. the only thing you can shoot off specifically is heads. the rest is completely random gore effects.
hovz said:even if, its still doing alot more work than ut. after all, as you said earlier, every shot has to be traced compeltely to detect whether or not it will collide with an object. all those details in the levels have to be ccounted for when shots are flying everywhere
i dont even see how you guys can argue that far cry isnt doing much more wortk than ut.
see colon said:i dont even see how you guys can argue that far cry isnt doing much more wortk than ut.
i don't see how you can argue that farcry is doing more work, given your previous arguments. either...
a)ut2004 is poorly coded and suffers in performance (because it is doing more work behind the scenes)
or
b)farcry is coded well and has consistant performance (because it only does what it needs to do behind the scenes)
you can't have farcry doing more work and running better, it just doesn't make sense. even if the work UT2004 is doing isn't seen, isn't used by the game (remeber the engine was designed first to be a licensable product), or is a result of poor coding requiring the engine to do more work to achieve similar results, it's still doing more work.
farcry is pretty, but UT2004 does some things that farcry does not. for example...
1.) there is no physics interaction with the water in farcry (boats, people walking through water, ect don't create real wake, only a texture) but some maps in ut do.
2.) draw distance for objects is longer in UT2004, especialy noticable in onslaught maps. notice in farcry that people fade in and out in the distance while you can see someone running as a tiny speck in ut2004. (a nice optimization, i might add, but more proof that farcry is doing less work)
3.) weapon and vehichle variation is higher in UT2004. vehiches can be functionaly damaged (breaking the blades off the scorpion, for example) instead of just destroyed. farcry has pretty much 3 types of projectiles (bullets, rockets, and grenages), UT has plenty more. (again, more variation means more work. think of the physics calcs needed to follow grenades, rockets, flack and flack balls around when they are bouncing through a hallway, all while someone is poaching in a corner shock combo-ing)
4.) UT2004 has built in voice chat and voice recognition including voice commands to bots. farcry does not. not to mention text to speech.
5.) UT2004 has dolby digital support for competent hardware.
6.) UT2004 has tactile force feedback on competent hardware
7.) ut2004 has more variation in bot ai, wich is required for the variety of game types. bots actualy attempt to accomplish objective, not just "get him" and hide behind a box.
8.) texture detail is higher in many cases in UT2004 (farcry has some pretty shit textures here and there, and they really stand out)
9.) UT has destructable character models. arms, legs, heards, and torsos can all be destroyed, in any combination. you can use as many explosives as you want in farcry, the body will still be intact.
10.) UT has more partical effects, most of them controlled by the physics engine (turning down physics detail will remove may of them). while i'm talking about physics, ut2004 has better ragdoll effects. several times in farcry i've killed people, ususaly with hedshots, and they die but remain standing, or fall to their knees and remain upright. another shot knocks them over, but it's not exactly accurate.
and if farcry is so well programed why do i take a 15-20FPS hit when i turn on the flashlight inside a building?
c:
hovz said:1) the water in ut onlyreacts to the flak gun primary if im correct. peopel jumping in or grenades that land in dont have any effect.
7) not applicable to online matches
9) farcrys hitscan and reaction system balances this out
10) just plain wrong
11) purely a video card feature.
hovz said:oh and way to take the video card statement completely out of context genius