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UT3...

by eihrul on 10/14/2007 12:52, 48 messages, last message: 10/24/2007 07:27, 7811 views, last view: 05/05/2024 00:17

has sucky water.

But I realized, if they can make sucky water fit in that nicely, no reason Sauer shouldn't either:

http://sauerbraten.org/screens/water_before.jpg
http://sauerbraten.org/screens/water_after.jpg

I still need to make it work with the vertex animation, but it's a start.

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#29: Re: UT3 Beta Demo

by eihrul on 10/20/2007 19:03, refers to #27

Wait, they have a 750 MB demo that includes only 2 maps, and they had to take out rendering features? I'm sorry, but that neither makes any sense, and is pretty sad if it were at all true (which it is not).

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#30: Re: UT3 Beta Demo

by shadow,516 on 10/20/2007 19:05, refers to #29

They did indeed take out rendering features, but not for download size. I'm not sure about the water, but the final is supposed to support DX10

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#31: Re: UT3 Beta Demo

by SanHolo on 10/20/2007 20:44, refers to #30

As far as I know, UT-3 uses OpenGL, not DX.

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#32: Re: UT3 Beta Demo

by shadow,516 on 10/20/2007 21:24, refers to #31

You're kidding, right?

The Unreal engine has used BOTH OGL and DX since, oh... forever.

http://en.wikipedia.org/wiki/Unreal_Engine

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#33: Re: UT3 Beta Demo

by SanHolo on 10/21/2007 00:25, refers to #32

No, no kidding, but I was obviously wrong. ;-)

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#34: ..

by Julius on 10/21/2007 03:45

Texture sizes have been reduced for the demo, but otherwise it is the full deal AFAIK.

OH and Eihrul... have you though about my tree suggestion? :p

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#35: ..

by eihrul on 10/21/2007 04:00

"640K is enough for anyone."

Whatever happened to those times?

750 MB for a simple demo of an FPS game with 3 maps and "reduced" texture sizes...

I can't repeat that enough.

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#36: Re: ..

by n0err0rsf0und* on 10/21/2007 07:49, refers to #35

http://theprodukkt.com/kkrieger

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#37: Re: ..

by SanHolo on 10/21/2007 10:55, refers to #35

Well, in the era of BluRay, we must have something to fill those gigabytes! Textures seem to come in handy. =D

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#38: ..

by Acord on 10/21/2007 19:07

Yeah, but there comes a certain point... As far as kkreiger, it's a brilliant idea, but the only program that's tilted towards that sort of development that I know of(FXGen) is still pretty young, and totally lacking in artist tools.

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#39: Re: ..

by Passa on 10/22/2007 12:10, refers to #35

You should go visit the Xbox Live Marketplace sometime. Demos that last 10 minutes yet are 1.5GB downloads. *sigh*

Anyone I think UT3 still looks awesome, regardless whether or not that is completely attributable to the huge amount of highq art in the game.

The guys behind kkrieger and that other tech demo they made are awesome. Although I fail to see the potential of the technology, considering that we're only getting bigger and bigger amounts of storage in computers and consoles. PS3 game discs can hold 54GB for example. 500GB HDDs on PCs are becoming the norm..

Anyway I've gone off on a tangent here :|

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#40: Re: ..

by Passa on 10/22/2007 12:10, refers to #39

"Anyone I think UT3 still looks awesome"

Anyway*

Should read over my posts eh..

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#41: ..

by HashBox2 on 10/22/2007 19:53

Yeah thats really sad, developers these days simply upgrade their hardware rather than optimising code, with a few clever tricks and algorithms you could easily bring that size down.. and from the visual quality of the screenshots I've seen it doesnt look all that great anyway.

Take .theprodukkt for example (http://212.202.219.162/), there has been some amazing stuff to come out of there, I mean, a near Doom 3 quality looking engine + game in only 96kb? thats insane :)

Screenshot:
http://kk.kema.at/files/gfx/full1.jpg

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#42: Re: ..

by eihrul on 10/22/2007 20:11, refers to #41

If you can ignore the fact that it's not really Doom 3 quality. :)

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#43: :sigh:

by shadow____school on 10/22/2007 20:49

would everyone shut up about kkrieger? seriously. It\'s OLD. Here, drool over this: http://pouet.net/prod.php?which=30244

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#44: ..

by Acord on 10/22/2007 21:50

Bandwidth - all about bandwidth. The fact of the matter is, a lot of people do not have high-bandwidth connections, or they're limited.

Now mind you - doing things like that means that you're going to have a long wait when you download it for all the textures to be generated. But on the other hand, you also get nearly unlimited quality. Years down the line, the same game will still be able to take advantage of new hardware.

It would be awesome, but right now there's just not a good, easy way to do it. At least there isn't one that's artist friendly.

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#45: Re: ..

by shadow,516 on 10/23/2007 01:57, refers to #44

That's the thing, you DON'T get unlimited quality. You can't program something to take advantage of hardware that doesn't exist.

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#46: Re: ..

by eihrul on 10/23/2007 03:29, refers to #45

I think he means that with procedurally generated content the detail can be as much as you want. OTOH, that is to be balanced with the fact that beyond a point the player won't notice the extra detail and procedural content at very fine levels of detail may just look like crap. Whereas the slight blurriness cause by a fixed resolution lets the imagination fill in some blanks to make it convincing.

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#47: ..

by HashBox2 on 10/23/2007 04:52

@shadow____school
I know .kkrieger is old, but it was a useful example, so dont get upset. And yeah debris looks amazing by my POS computer cant handle :P

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#48: Re: ..

by Passa on 10/24/2007 07:27, refers to #47

Not that it matters, they're both by the same guys.

.debris is amazing though, visually astounding I think. The amount of stuff they cram into that 188kb..

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