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Old 06-18-2004, 10:30 PM   #1
FTVGirls
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Unreal 3 Engine, Forget doom3, this Rocks [Pics]

http://www.unrealtechnology.com/html/technology/ue30.shtml
Now these images blow my mind away... question is, will there even be a computer/video card combo that would be able to handle all these polygons??


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Old 06-18-2004, 10:30 PM   #2
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Lookin' good.
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Old 06-18-2004, 10:31 PM   #3
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Whoa! Holy shit.

Demand and supply though, they will make the machines to run this, don't worry!

Edit: What 's up with your link though, there's no DOT anything and it contains 2 spaces. I hope the unreal code is less buggy
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Old 06-18-2004, 10:32 PM   #4
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Now that's some tight graphics. I'm gunna have to upgrade
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Old 06-18-2004, 10:33 PM   #5
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Quote:
Originally posted by FTVGirls
http://www.unrealtechnology.com/html/technology/ue30.shtml
Now these images blow my mind away... question is, will there even be a computer/video card combo that would be able to handle all these polygons??
Yah, check out ATI XT800 and NVIDIA 6800 .. the demos are fuckin' awesome... they are also about twice as fast as previous flagships.

Insane.

I just have to wonder where gaming industry will be in a couple of years.
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Old 06-18-2004, 10:36 PM   #6
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those are some serious graphics
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Old 06-18-2004, 10:38 PM   #7
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!!!!!!!!!!!!!!!!

holy shieettt... that looks like a diecast model photograph, not a computer generated image.
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Old 06-18-2004, 10:40 PM   #8
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Yeah but will it be out within the next 10 years? Been waiting on HL2 and Doom3 forever!
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Old 06-18-2004, 11:22 PM   #9
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Quote:
Originally posted by TurboTrucker
Yeah but will it be out within the next 10 years? Been waiting on HL2 and Doom3 forever!

same question here

doom 3 and hl2 screens were perfect too
but years are coming and we still have no game to play
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Old 06-19-2004, 06:34 AM   #10
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I posted the video a while back, its the most amazing preview of a game ive ever seen.
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Old 06-19-2004, 06:37 AM   #11
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Quote:
Originally posted by FTVGirls
http://www.unrealtechnology.com/html/technology/ue30.shtml
Now these images blow my mind away... question is, will there even be a computer/video card combo that would be able to handle all these polygons??
I saw a demo video on the Unreal 3 engine and they said that they are just starting development on the first game using the engine and it won't be ready until Christmas 2006. I'm sure we'll see hardware evolve a bit in that time.
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Old 06-19-2004, 06:37 AM   #12
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holy cow, these video games are getting mad, they shouldnt just forget about the gameplay and go for graphics though
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Old 06-19-2004, 06:42 AM   #13
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holy shit that looks fucking awesome...

you'd need one hell of a vid card to run something like that...
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Old 06-19-2004, 06:43 AM   #14
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To imagine that 20 years ago we had like 3 colors on computers. lol
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Old 06-19-2004, 06:46 AM   #15
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space shooters are fun but i prefer ones focused on tactical ops... like AMERICAS ARMY.... which already uses the unreal 2 engine (soon the ut2k4 engine, driveable vehicles and shit)... so i cant wait till AA moves onto the unreal 3 engine.

good times ahead!
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Old 06-19-2004, 06:48 AM   #16
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If they can do this level of computer generated beings for the porn industry, the content guys are in for a rough ride in the next decade.

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Old 06-19-2004, 07:55 AM   #17
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that looks amazing..i'm afraid my 2ghz won't handle the game well
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Old 06-19-2004, 02:32 PM   #18
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Quote:
Originally posted by TurboTrucker
Yeah but will it be out within the next 10 years? Been waiting on HL2 and Doom3 forever!
Shit son, real gamers are still waiting for Duke Nukem Forever
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Old 06-19-2004, 02:32 PM   #19
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Nice
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Old 06-19-2004, 02:33 PM   #20
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damn, looking good !!
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Old 06-19-2004, 02:43 PM   #21
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Quote:
Originally posted by TeenGodFather
To imagine that 20 years ago we had like 3 colors on computers. lol
I guess you never had an amber monitor.

1 color was da bomb
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Old 06-19-2004, 02:56 PM   #22
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I guess you never had an amber monitor.

1 color was da bomb
I had 2, black & white.
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Old 06-19-2004, 04:40 PM   #23
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I've heard the G5 and one PC that's available can already handle it.
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Old 06-19-2004, 04:43 PM   #24
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Quote:
Originally posted by dunefield
holy shit that looks fucking awesome...

you'd need one hell of a vid card to run something like that...
The new Geforce 6800 Ultra's will run it, they played the demos on them. But I'd rather play it on the new Radeon x800's.
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Old 06-19-2004, 04:44 PM   #25
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There's an amazing video about this, but I'm too lazy to find it.
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Old 06-19-2004, 04:45 PM   #26
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Lookin' good.
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Old 06-19-2004, 04:45 PM   #27
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um...those arent ac tual ingame shots.... theyre either renders (pic 1) or more likely, just a benchmark demo of the gfx engine...
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Old 06-19-2004, 05:06 PM   #28
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I guess you never had an amber monitor.
hehehe, thats what he meant.. Amber.. Black.. and screen burn-in color

Great looking pics. I hope theres a nice 1 player challenge with a good story that doesnt get too boring too quickly.
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Old 06-19-2004, 05:08 PM   #29
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um...those arent ac tual ingame shots.... theyre either renders (pic 1) or more likely, just a benchmark demo of the gfx engine...
you should watch the demo wich is available for download
they are "walking" though a map just like pic 2..quite amazing
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Old 06-19-2004, 05:09 PM   #30
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um...those arent ac tual ingame shots.... theyre either renders (pic 1) or more likely, just a benchmark demo of the gfx engine...
Get the demo, it's all rendered in real-time... meaning that's what the actual game play will be like.
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Old 06-19-2004, 05:09 PM   #31
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now thats nice
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Old 06-19-2004, 05:20 PM   #32
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If they can do this level of computer generated beings for the porn industry, the content guys are in for a rough ride in the next decade.

nothing beats real titties bouncing around
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Old 06-19-2004, 05:43 PM   #33
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Quote:
Originally posted by FTVGirls
http://www.unrealtechnology.com/html/technology/ue30.shtml
Now these images blow my mind away... question is, will there even be a computer/video card combo that would be able to handle all these polygons??


damn.. thats awesome
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Old 06-19-2004, 06:04 PM   #34
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My 256mb ATI Radeon 9800 Pro should run it on my desktop that has 1GB of DDR SDRAM
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Old 06-19-2004, 06:10 PM   #35
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Typical Content Specifications

Here are the guidelines we're using in building content for our next Unreal Engine 3 based game. Different genres of games will have widely varying expectations of player counts, scene size, and performance, so these specifications should be regarded as one data point for one project rather than hard requirements for all.
Characters

For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.

Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.
Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048x2048 per character.
Bones: Our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.
Normal Maps & Texture maps

We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.
Environments

Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 200,000 to 1,200,000 visible triangles.
Lights

There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine's high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.
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