01-26-2007, 04:14 PM
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#1
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Join Date: Feb 2006
Posts: 8,666
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Unreal Tournament 3 - previously known a Unreal Tournament 2007
IGN article
New trailer that explains the story
Old name: Unreal Tournament 2007
New name: Unreal Tournament 3
Platforms: PC, PS3, Xbox 360
Release: H2'07
I swear I made a thread for this already. 
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01-26-2007, 08:56 PM
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#2
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Join Date: Feb 2006
Posts: 8,666
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A different IGN article

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02-25-2007, 06:00 PM
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#3
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Join Date: May 2006
Posts: 334
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A really nice interview with lots and lots of footage from UT3...It's 12 mins into the video and lasts about 6 mins..Enjoy
http://www.gamevideos.com/video/id/9487
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02-25-2007, 07:10 PM
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#4
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Join Date: Feb 2006
Posts: 8,666
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pew pew lasers.
The Kathleen girlie is cute. 
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03-06-2007, 06:35 PM
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#5
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Join Date: Mar 2006
Posts: 328
Server: Florendyl (RP)
Name: Bindamar
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Can't wait to satisfy my twitch tendencies!
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__________________
MMO Vet Since 1997
A single person can be intelligent, cunning and imaginative. A group of people are dumb, animalistic and lazy.
The more people you have, the dumber your game will be.
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03-07-2007, 08:59 PM
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#6
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Join Date: Feb 2007
Posts: 242
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I played the heck out of Unreal Tournament 1. I cannot wait for this game!
My name was de`pain from clan Mulletmen.
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03-09-2007, 01:05 AM
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#7
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Join Date: Feb 2006
Posts: 8,666
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03-09-2007, 01:48 PM
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#8
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Join Date: May 2005
Posts: 1,108
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Was an interesting show, Unreal looks less good than it did when they were first showing it off. The girl that was rabb1ting about the PS3 game swore 100 times too much.
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03-13-2007, 03:30 PM
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#9
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Join Date: Aug 2005
Posts: 927
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Quote:
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For those of you hardcore PC purists, mouse and keyboard controls will be available in the PS3 version through the USB ports on the front of the machine.
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Not sure about this. The mouse and keyboard guys will dominate the online leaderboards is my guess.
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03-15-2007, 03:45 AM
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#10
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Join Date: Feb 2007
Posts: 309
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That's a sickening amount of polygons on those weapons. I never thought we'd be getting so close to CGI quality graphics in games so soon.
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03-15-2007, 04:14 AM
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#11
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Join Date: Feb 2006
Posts: 8,666
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Consider that Pong came out in 1973, only 34 years ago.
Yeah, having watched the whole industry grow in my lifetime I'm often shocked at what we can do now.
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03-20-2007, 06:51 PM
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#12
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Join Date: Feb 2006
Posts: 541
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Quote:
Originally Posted by Aeronis
That's a sickening amount of polygons on those weapons. I never thought we'd be getting so close to CGI quality graphics in games so soon.
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Yup, we have photorealistic fences that players still can't jump over.
Photorealistic buildings impervious to damage.
Photorealistic objects that can't be picked up or manipulated.
Haha, gotta love the graphics improvements we've made 
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03-21-2007, 12:29 AM
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#13
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Join Date: Feb 2007
Posts: 309
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Quote:
Originally Posted by Seasiu Laitya
Yup, we have photorealistic fences that players still can't jump over.
Photorealistic buildings impervious to damage.
Photorealistic objects that can't be picked up or manipulated.
Haha, gotta love the graphics improvements we've made 
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I've always been a big advocate of increased interactivity and depth to games as opposed to higher graphics.
As an example, look at how gamers were thrilled over the high level of physics interaction in half life 2.
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05-30-2007, 03:21 PM
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#14
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Join Date: Feb 2006
Posts: 8,666
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some bla bla from Tim Sweeny over at the UT3 forums, apparently translated from german.
I'll just cut and paste the interview bits here.
Quote:
The Unreal Engine 3 is a multi-platfom engine which supports Direct X 9 and Direct X 10 on the PC-side.
Overview of the most important rendering features:
- multi-threaded renderer (4+ threads)
- 16 Bit per componenent HDR-Pipeline
- runs on 64 Bit operating systems
- (confirmed) performance advantages through SLI (most likely Crossfire as well)
- post-processing effects (some examples): motion blur, depth-of-field blur, bloom
- deferred shading
- physics: Ageia PhysX engine
- 300 - 1.000 visible objects per scene
- huge scenes typically consist of 500.000 to 1.500.000 triangles
- normal maps and texture maps usually have a resolution of 2.048 x 2.048
Important questions, answered by Tim Sweeny, lead developer at Epic Games:
PCGH: Is there a possibility to make deferred shading and edge-smoothing work at the same time on DX9 graphics cards?
Epic: Unreal Engine 3 uses deferred shading to speed up the calculation of dynamic lighting and shadows. Integrating this feature together with multi-sampling requires control of the edge-smoothing at a much deeper level than the DX9 interface can provide. So, on the PC, multi-sampling will only be supported under DX10.
PCGH: How do the general hardware requirements look like?
Epic: Since optimization work is still ongoing, these details may change every day. Generally speaking, the game runs quite smooth with DX9 hardware released by NVidia and Ati since 2006. On high-end cards, including the DX10models, UT3 runs incredibly smooth already. Additionally, we also support shader 2.0 graphics hardware, with only a few technical limitations.
PCGH: Will SLI and Crossfire provide significant advantages?
Epic: We're testing SLI configurations on a regular basis. Their positive influence can be felt significantly, especially at higher resolutions. So, if one wants to have full details at very high resolutions, a SLI-system would be the ideal way to secure optimal performance. We had no opportunity to test crossfire systems yet, but we are expecting similar results.
PCGH: How exacly are you utilizing the functions of Direct X 10?
Epic: Unreal Tournament 3 will ship with full DX10 support, with multi-sampling being the biggest visible benefit of the new graphics interface. Additionally, with DX10 under Vista we have the possibility to use the video memory more efficently, to be able to display textures with a higher grade of detail than would be possible with the DX9 path of Vista. Most effects of UT3 are more bound to the fillrate than to basic features like geometry processing. That's why DX10 has a great impact on performance, while we mostly forgo the integration of new features.
PCGH: Will UT3 players be able to benefit from a 64 Bit environment and is there a 64 Bit version anyway?
Epic: To assure compatibility, we tested UT3 with Vista x64 as well. Nonetheless, we're planning to wait and see first, until the OS and its applications will have ripened, before we'll be taking further steps in the 64 Bit direction. With UT2004 we were one of the first developers who ported a title for Windows XP x64. We would've liked to do this with UT3 and Vista x64 as well as shifting all the PCs we're currently developing on to the 64 Bit version of Vista. Unfortunately, full software and driver compatibility isn't there. The basic OS runs stable and it's fun to work with it isolated. But as soon as you want to print something or want to run Maya or 3DSMax together with some third-party plugins you'll get massive problems. But I am sure those can be fixed via service packs and software updates, so PCs with 4 to 8 gigs of ram can establish themselves during the next 12 months.
PCGH: What is the maximun number of threads that can be calculated separately? Will there be a performance-boost if a quad-core system will be used?
Epic: We're able to scale the thread-structure pretty well. There is a primary thread for the gameplay and a second one for rendering. On systems with more than 2 cores we run additional threads to speed up various calculation-tasks, including physics and data-decompression. So the overall performance benefits greatly from a quad-core processor. Although we haven't looked into the matter yet, I expect an even further performance increase through CPUs with more than 4 cores in future UE-based games.
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07-14-2007, 04:10 AM
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#15
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Join Date: Feb 2006
Posts: 8,666
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10-13-2007, 12:27 AM
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#17
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Join Date: Feb 2006
Posts: 8,666
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What the crap? Failed to complete installation? 
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10-13-2007, 01:16 AM
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#18
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Join Date: Feb 2007
Posts: 616
Server: Florendyl (RP)
Name: Renekal
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yeah, it was bein kinda screwy for me. I'd dbl click to get it started and it would just kinda sit there and think for 2 minutes and then just stop. Tried 'Run as admin' and it worked.. albeit a little sluggishly. But only during install, well there was a slight bit of delay in the game menus; my settings didn't stick the first time as well. It did however, run pretty damn smooth. 1920x1200 with the ingame quality settings maxed(though i didn't check to see if it stuck at '5' or if it reverted back to 2. I was really surprised to see how smooth it runs, Core2 6600, 2GB DDR2 800, 640MB 8800GTS on Vista
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__________________
That revolution's from the inside out, let's start today from the inside out. --- But what is the microchip good for? - Unnamed IBM suit 1968 --- I'm looking for some alien toilet to park my bricks. Who's first?
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10-13-2007, 02:14 AM
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#19
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Join Date: Feb 2006
Posts: 8,666
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Looks like this is partly a Windows XP 64-bit issue.
Huge thread on the Epic boards about it
Apparently we need to be sure to have .net framework 2.0 (Which it looks like I do)
That is really disturbing that the game doesn't work with XP 64-bit. It makes me wonder if it doesn't work for Vista 64-bit either. That's really disapointing since Epic has always been saying it would have 64-bit support (along with multi-threading, DX10, etc. etc.)
Ah, good. Found a moderator reply in there.
Quote:
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Vista and Vista 64 are supported and part of our test matrix.
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At least that's something.
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Last edited by rabb1t : 10-13-2007 at 02:17 AM.
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10-13-2007, 04:01 AM
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#20
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Join Date: Feb 2007
Posts: 616
Server: Florendyl (RP)
Name: Renekal
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i'm using vista 64
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__________________
That revolution's from the inside out, let's start today from the inside out. --- But what is the microchip good for? - Unnamed IBM suit 1968 --- I'm looking for some alien toilet to park my bricks. Who's first?
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