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Author Topic: Future is here  (Read 3554 times)

Offline Evi

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« Reply #30 on: February 01, 2005, 03:23:53 PM »
Well if developers "choose" to have 30FPS in their games next-gen, then they are just morons.

Offline Unicron!
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« Reply #31 on: February 01, 2005, 06:45:34 PM »
Quote
Originally posted by seven
...and yet, framerate isn\'t dependant on hardware. Framerate is by design-choice. Hardware ranging back to early 90ties was capable of doing 60 fps - even a vast majority of cutting-edge PS2 games feature 60 fps - something the Xbox, an arguably more powerful piece of hardware, is seriously lacking in.


Yeah but we certaintly get more detail in textures, effects and higher polygon models instead.
Ninja Gaiden though certaintly shows all that at 60 fps

Offline §ôµÏG®ïñD

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« Reply #32 on: February 01, 2005, 07:06:48 PM »
Ehh, the point of the U3 tech demos is to show that more can be done then using high poly counts. They\'re making so shit all polys are used, but it looks as if more are being used.
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Offline Unicron!
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« Reply #33 on: February 01, 2005, 07:18:46 PM »
I wasnt refering to the U3 engine

Offline §ôµÏG®ïñD

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« Reply #34 on: February 01, 2005, 09:00:14 PM »
I know, my point is developers are moving towards "tricks" not having high poly counts for games. You\'ll find that all developers will end up following suit.
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Offline Evi

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« Reply #35 on: February 01, 2005, 10:22:24 PM »
They\'re not just using "tricks." That\'s a big part of it. But because they don\'t have to heavily rely on large polygon counts, they can focus more on the internal aspects of characters, such as bones.
Quote
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.
    * Bones: Our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.

Animation

    * Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons.
    * Animation is driven by a tree of animation objects including:
          o Blend controllers, performing an n-way blend between nested animation objects.
          o Data-driven controllers, encapsulating motion capture or hand animation data.
          o Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.
          o Procedural animation controllers, implemented in C++ or UnrealScript, for game features such as having an NPC\'s head and eyes track a player walking through the level, or having a character animate differently based on health level and fatigue.
    * Export tools for 3D Studio Max, Maya for bringing weighted meshes, skeletons, and animation sequences into the engine.

Physics

    * Rigid body physics system supporting player interaction with physical game object, ragdoll character animation, complex vehicles, and dismemberable objects.
    * All renderable materials have physical properties such as friction.
    * Physics-driven sound.
    * Fully integrated support for physics-based vehicles, including player control, AI, and networking.
    * Visual physics modeling tool built into UnrealEd, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.
[/color]
You can see all the mumbo jumbo crap here: http://www.unrealtechnology.com/html/technology/ue30.shtml

Offline Unicron!
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« Reply #36 on: February 02, 2005, 02:59:47 AM »
"Physics driven sound"?
First time hear about such a thing.What does it mean?For example an object that resembles metal will sound like metal according to the interaction it has with another object?Like generate the sound instead of predefining certain kinds sounds?

Offline Evi

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« Reply #37 on: February 02, 2005, 01:51:40 PM »
^^^^^^

I have no clue, but that sounds like a reasonable guess.

Offline Black Samurai
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« Reply #38 on: February 02, 2005, 02:52:16 PM »
Quote
Originally posted by Unicron!
"Physics driven sound"?
First time hear about such a thing.What does it mean?For example an object that resembles metal will sound like metal according to the interaction it has with another object?Like generate the sound instead of predefining certain kinds sounds?
If I were to venture a guess I would say that sound waves would travel normally instead of sound being constrained to "bubbles". Like the engine would take into account the surface of a wall/ceiling to determine how far a sound should travel(among other things.)

I think I remember a preview for Deus Ex 2 where they were talking about something like that.
« Last Edit: February 02, 2005, 02:53:17 PM by Black Samurai »
[SIZE=\"4\"][COLOR=\"Red\"]I\'m sorry, That\'s not a hair question.[/COLOR][/SIZE]

Offline Unicron!
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« Reply #39 on: February 03, 2005, 05:33:56 AM »
I am discussing about the Unreal3 engine with someone and he believes that thses graphics are not impressive and that RESI4 looks miles better.Jesus.

Offline Lord Nicon
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« Reply #40 on: February 03, 2005, 04:22:50 PM »
Quote
Originally posted by Unicron!
I am discussing about the Unreal3 engine with someone and he believes that thses graphics are not impressive and that RESI4 looks miles better.Jesus.

Im sure EThugg would agree :p
« Last Edit: February 03, 2005, 04:25:47 PM by Lord Nicon »
Originally posted by ##RaCeR##
I don\'t have comprehension issues, you just need to learn how to communicate.
Yessir massir ima f*** you up reeeeal nice and homely like. uh huh, yessum ; ).
Debra Lafave Is My Hero ;) lol

Offline Evi

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« Reply #41 on: February 03, 2005, 04:52:06 PM »
Quote
I am discussing about the Unreal3 engine with someone and he believes that thses graphics are not impressive and that RESI4 looks miles better.Jesus.

Your "acquaintance" is a moron.

Offline Unicron!
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« Reply #42 on: February 03, 2005, 09:30:37 PM »
Thats what I say too.I even compared two pics to show the difference and he still sais the same.He even brought up as an arguement the Baranka render(remember the first pic  from MKD that wasnt even real time?) in the discussion that it looked better. :laughing:

Offline Evi

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« Reply #43 on: February 03, 2005, 10:42:45 PM »
He needs to see the video then, and you need to kick him in the face with some steel-toed work boots.

Offline Unicron!
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« Reply #44 on: February 03, 2005, 11:06:07 PM »
:laughing:

 

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