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Unreal Tournament 2007

I nije neki SS:)

Ne znam da li je do kompresije, ali mi texture deluju nesto mutnjikavo. BTW ut2004 poseduje prelepe texture.
 
mislim da ne treba da se brine za grafiku i teksture i sl. posto graficki motor od igrice nameravaju da prodaju preprodaju i iznajme i licenciraju kome god mogu i to je i glavni razlog postojanja UT2007. Da se pokaze engine i da se od njega vise zaradi nego od igre same.
...mada koga je za to briga, ut je keva.
 
Sta znam, nice zanimljivo...
Slike su ponegde katastrofalnog kvaliteta sto mi bas nije jasno ali nema veze. Igra izgleda jako korektno, texture... Malo mnogo ima one mracne gradske atmosfere ali zato priroda obecava (makar na slikama)
 
A da li će biti Unreal 3 - igrica, ili samo engine?
 
bice ut2007 oma', a unreal 3 (soliranje) bi trebao da izadje potom. Ali sa istim enginom bi trebalo da bude more igrica, i han solo i han multiplayer
 
unreal 3 u najavi?..mislio sam da su to batalili, i umesto toga izbacuju Gears of War?
 
jasno...mada mi je malko zao sto su izgleda batalili unreal serijal...
 
Čuo sam da će biti neki Project IM - koristiće U3 engine, ali neznam ko ga pravi.
 
Poslednja izmena:
Poslednja izmena:
nex999 je napisao(la):
jasno...mada mi je malko zao sto su izgleda batalili unreal serijal...
Unreal 2 je i onako bio obična demonstracija endžina. Bezvezna igra bez ikakve dubine koju nisam ni želeo da odigram do kraja.
Unreal Tournament je već druga priča. Multiplejer pucačina par excellance, ne mogu da dočekam četvrti nastavak.
 
morbius je napisao(la):
Unreal 2 je i onako bio obična demonstracija endžina. Bezvezna igra bez ikakve dubine koju nisam ni želeo da odigram do kraja.
Unreal Tournament je već druga priča. Multiplejer pucačina par excellance, ne mogu da dočekam četvrti nastavak.
apsolutno se slazem...ja sam strasni UT-ovac odavno...al mi je zao u tom smislu jer kad se pojavio u2 to je bilo padanje na pod od lepe grafike...pa ona riba...do tad sam prelazio moj omiljeni AvP2, pa se pojavilo unreal2, koji je pokazao sta je mogao moj Ti440...eh nostalgije
 
morbius je napisao(la):
Unreal 2 je i onako bio obična demonstracija endžina. Bezvezna igra bez ikakve dubine koju nisam ni želeo da odigram do kraja.
Unreal Tournament je već druga priča. Multiplejer pucačina par excellance, ne mogu da dočekam četvrti nastavak.

.... da bi se razocarao kao u prethodna 2 :( a ako gejmplej ne bude kao u prvom, jedinom pravom UT-u, onda *ebes svu tu sjajnu grafiku....
 
Igrao sam Unreal par puta, a prvi UT sam igrao u 400x300 zbog moje "extra jake" konfiguracije... Koji god sad nastavak da izbace, nema shanse ni da ga pokrenem... A UT je tako dobar u LAN-u :D
 
hehehehehe da bwe... mnogo je veliko sve nekako, ne lici mi na classic ut
ali mislim da ce dm biti dobar sigurno!!! as always!
 
The official Epic Games Forums have posted a thread translating an interview with Epic's Time Sweeney concerning Unreal Engine 3. There's also interesting technical information regarding Unreal Engine 3 such as multi-core CPU support, DX10 support, lack of AA in DX9 but will support it in DX10, as well as some information that could possibly spell bad times ahead for the Radeon HD 2900 XT in Unreal Engine 3 based games compared to the GeForce 8 series.

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 dynamical 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 DX10 models, 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 as it 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.
 
dakle UE 3 masina IPAK podrzava AA ali je potreban dx10. He-he : In your face Starac ! :d (NHF ;)
 
Umesto da se radujes zato sto igra kanda radi lepo na DX9 karticama iz prosle godine, ti ovako... :D
Fin i zanimljiv tekst...budi nadu :p
 
ma neeeee...nisi ti mene skapirao. :p to je rasprava bila izmedju mene i (user) starca u stalker topiku gde sam ja kakio kako brljavi engine koji tera stalker ne podrzava AA zbog deferred renederinga, pa je starac meni rekao da ni UE3 ne podrzava...ne bitno sad, samo pojasnjavam.

PS. A to sto oni pricaju kako to "fino" radi - to mosh macku o rep. Videli smo vec kako UE3 masina radi na dx9 kartama...To je sve samo ne "fino". Ostaje jos jedino da se to "pripise" portovanju, mada...nisam optimista. :p
 
Nece da naprave neki neoptimizovani krs SIGURNO. Bas mi je prijalo ovo sto sam procitao :)
 
dobar dan, ovde ubisoft. nemojte kupiti nasu igru ako nemate makar 8800gts 640mb verziju i x2 6000, nema sanse da budete zadovljni performansama. Hvala na paznji, mi odosmo na kafu i bankrot, a vi gde god ste krenuli.

PS. ut2007 ce vam odlicno raditi na 6600gt kartama, bas smo malopre testirali, "fino" radi...

:D

PPs: Uskoro izbacujemo SLIDESHOW DEMO igre, vlasnici kartica nvidia 8800 serije ce primetiti da im je slideshow malo brzi pa ih molimo da podese FSAA na 8x kako bi imali isti ugodjaj kao i ostatak korisnika. Hvala. :d
 
Poslednja izmena:
Ovaj Tim Sweeney interviju je trebalo staviti kao zasebnu temu, jer je naglasak stavljen na Unreal Engine 3 tech-specifikacije.

Dio odgovora koji je posebno zanimljiv.
Most effects of UT3 are more bound to the fillrate than to basic features like geometry processing.
A još zanimljivija je činjenica da G80 ima skoro duplu fillrate prednost u odnosu na R600, u multitexturing-u pogotovo. DAAMIT-u bi se njihov "future proof" stvarno mogao obiti o glavu!?

@gx-x
Bit će da sam ja rekao da svaki engine podržava AA. Deferred shading je druga priča, i definitivno nije implementiran na isti način i nije na istom nivou u STALKER-u i Vegasu recimo.
 
Vrlo interesantno :)

VE - Assuming you were making a new rig to run today and tomorrow's games, which CPU would you recommend at the $266 price point? A Quad-core Q6000 2.4GHz or Dual-Core E6850 3.0GHz?

Tim - If you're buying a CPU primarily for gaming, the sweet spot of the market seems to be dual-core. There, you can get a higher clock rate than is available (at least economically) in quad-core. All UE3 games, for example, scale really well to two cores, and you get significantly more performance than single-core much of the time. Though UE3 and many other engines scale somewhat to 4 cores, the benefits aren't huge.

That will change in a couple of years, but that's another upgrade cycle.

If you plan to do heavy level-building and mod making, I'd recommend quad-core. The development tools scale well to quad-core, having lots of content authoring apps open in Windows benefits from quad-core, and if you're going to be running a dedicated server on your machine to test a mod while also playing on that machine, it helps for that.


Hehe, izgleda da tek sada dolazi vreme za pravo iskoriscenje dual core procesora. Posle 100 godina!
 
I ja se iskreno nadam.
 
Sta mislite zasto je to tako, tek sad posle 100 godina,iskoriscenje dual core procesora,sigurno nije programerski problem?:D
 
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