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Discuss what's fucking going on, and which programs are best and worst. One-time "program" announcements from "established" webmasters are allowed. |
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#1 |
So Fucking Banned
Join Date: Oct 2002
Location: Phoenix AZ
Posts: 1,052
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![]() 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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#2 |
Confirmed User
Join Date: Aug 2003
Posts: 739
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Lookin' good.
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#3 |
Pixel Pusher
Industry Role:
Join Date: Nov 2002
Posts: 7,093
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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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[email protected] |
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#4 |
Confirmed User
Join Date: Sep 2002
Location: Oakville, Canada
Posts: 9,134
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Now that's some tight graphics. I'm gunna have to upgrade
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Free agent |
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#5 | |
Confirmed User
Join Date: Apr 2004
Location: Toronto, ON
Posts: 1,706
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Quote:
Insane. I just have to wonder where gaming industry will be in a couple of years.
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#6 |
Confirmed User
Join Date: May 2004
Location: Southern California
Posts: 1,900
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those are some serious graphics
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#7 |
Confirmed User
Join Date: Nov 2001
Location: Miami, Florida
Posts: 1,491
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!!!!!!!!!!!!!!!!
holy shieettt... that looks like a diecast model photograph, not a computer generated image. |
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#8 |
Confirmed User
Join Date: Jan 2003
Location: Phoenix Arizona
Posts: 2,363
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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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#9 | |
Confirmed User
Join Date: Jun 2003
Posts: 2,279
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Quote:
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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#10 |
Too lazy to set a custom title
Industry Role:
Join Date: Jul 2001
Posts: 59,204
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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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#11 | |
Carpe Visio
Industry Role:
Join Date: Jul 2002
Location: New York
Posts: 43,064
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#12 |
jellyfish
![]() ![]() Join Date: Dec 2003
Posts: 71,528
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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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#13 |
www.barely18movies.com
Join Date: Feb 2003
Location: Melbourne, Australia
Posts: 10,920
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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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#14 |
ex-TeenGodFather
Industry Role:
Join Date: Nov 2001
Location: Suomi Finland Perkele
Posts: 20,306
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To imagine that 20 years ago we had like 3 colors on computers. lol
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..and I'm off. |
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#15 |
Confirmed User
Join Date: Feb 2002
Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: Location: isN'T everything
Posts: 5,394
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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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SIG TOO SMALL! Maximum 1200x600 button and no more than 30 text lines of ALL SIZES and COLORS. Unless your sig is for a GFY top banner sponsor, then you may use a 6240x4800 instead of a 1024x800. |
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#16 |
Entrepreneur
Join Date: Oct 2002
Location: USA
Posts: 31,429
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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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#17 |
Confirmed User
Join Date: Nov 2003
Location: ICQ : 946 3375
Posts: 2,531
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that looks amazing..i'm afraid my 2ghz won't handle the game well
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Send me a PM for design work |
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#18 | |
Confirmed User
Join Date: Mar 2004
Posts: 405
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#20 |
Confirmed User
Join Date: Feb 2004
Location: Canadian this !!!
Posts: 8,532
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damn, looking good !!
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sig for sale. ICQ :338213644 |
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#21 | |
Registered User
Join Date: Dec 2003
Posts: 2,120
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Quote:
1 color was da bomb ![]() |
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#22 | |
Confirmed User
Join Date: Mar 2004
Posts: 5,116
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#23 |
So Fucking Banned
Join Date: Jan 2003
Posts: 11,486
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I've heard the G5 and one PC that's available can already handle it.
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#24 | |
Confirmed User
Join Date: Jul 2002
Location: Bay Area
Posts: 4,012
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#25 |
So Fucking Banned
Join Date: Jan 2003
Posts: 11,486
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There's an amazing video about this, but I'm too lazy to find it.
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#26 | |
Traffillionaire
Industry Role:
Join Date: Jan 2002
Location: ICQ:209371571
Posts: 22,430
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#27 |
So Fucking Banned
Join Date: May 2004
Location: Montreal, Canada
Posts: 2,617
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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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#28 | |
Confirmed User
Join Date: Jun 2004
Posts: 2,049
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Quote:
![]() 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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#29 | |
Confirmed User
Join Date: Nov 2003
Location: ICQ : 946 3375
Posts: 2,531
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Quote:
they are "walking" though a map just like pic 2..quite amazing
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Send me a PM for design work |
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#30 | |
Confirmed User
Join Date: Jul 2002
Location: Bay Area
Posts: 4,012
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#31 |
Confirmed User
Join Date: Oct 2003
Location: California
Posts: 2,397
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now thats nice
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#32 | |
aspiring banker
Join Date: Mar 2002
Location: toronto
Posts: 10,870
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#33 | |
So Fucking Banned
Join Date: Mar 2003
Location: 420Calendar.com
Posts: 17,920
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#35 |
Entrepreneur
Join Date: Oct 2002
Location: USA
Posts: 31,429
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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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