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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?? http://www.unrealtechnology.com/screens/p_bezerker.jpg http://www.unrealtechnology.com/screens/p_embry2.jpg |
Lookin' good.
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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 |
Now that's some tight graphics. I'm gunna have to upgrade :winkwink:
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Insane. I just have to wonder where gaming industry will be in a couple of years. |
those are some serious graphics
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!!!!!!!!!!!!!!!!
holy shieettt... that looks like a diecast model photograph, not a computer generated image. |
Yeah but will it be out within the next 10 years? Been waiting on HL2 and Doom3 forever!
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same question here doom 3 and hl2 screens were perfect too but years are coming and we still have no game to play |
I posted the video a while back, its the most amazing preview of a game ive ever seen.
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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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holy shit that looks fucking awesome...
you'd need one hell of a vid card to run something like that... |
To imagine that 20 years ago we had like 3 colors on computers. lol
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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! |
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.
:1orglaugh |
that looks amazing..i'm afraid my 2ghz won't handle the game well :1orglaugh
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Nice:winkwink:
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damn, looking good !! :thumbsup
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1 color was da bomb:Graucho |
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I've heard the G5 and one PC that's available can already handle it.
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There's an amazing video about this, but I'm too lazy to find it.
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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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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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they are "walking" though a map just like pic 2..quite amazing |
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now thats nice :thumbsup
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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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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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