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Geek Culture / Unreal Tournament 3 Demo out

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Raven
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Posted: 13th Oct 2007 16:21
Oh yeah, a first taste of the Unreal 3 Engine on the PC (finally) the way Epic intended it to be used

To say I'm impressed is an understatement to how well they've optimised the Windows version.
I've had it running at 60fps on an on-board 6100 card, and on my 2600 XT it can be completly maxed out at 1280x720 (same resolution as the 360 version) while still running at 60fps+

Something I quite like is, there is a render size system. Where independant of the actual screen resolution, you can change the actual rendering resolution.

A sweet spot I found was 720x480 with full settings at 50% screensize on the 6100 and it still ran beautifully, while it was a bit pixelated .. the auto anti-aliasing really helped make it very smooth while not killing the FPS. That said even dropping to 30fps, it was capable of having at 100% render size with max texture detail but lowest world geometry.

The game itself isn't a huge update over the previous games apart from the graphics. They are some sweet graphics mind, and the customisation really helps make it a bit more personal.

Going to be putting up a server for a bunch of us to play it online over the next few days.. see how it fairs in online play

Clackersmith
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Posted: 14th Oct 2007 04:50 Edited at: 14th Oct 2007 04:56
Quote: "I've had it running at 60fps on an on-board 6100 card, and on my 2600 XT it can be completly maxed out at 1280x720 (same resolution as the 360 version) while still running at 60fps+"


Sounds promising Raven, I’m a big fan of the whole Unreal/UT franchise (used to do a lot of editing for Unreal + Unreal Tournament, along with countless LANs devoted to non-stop 18-24 hours of constant play ) so can’t wait to get my hands on it, downloading now.

Quote: "Going to be putting up a server for a bunch of us to play it online over the next few days.. see how it fairs in online play"

I’m always up for a little late night “Flaking”.

Sopo the tocho
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Posted: 14th Oct 2007 04:51
cool, I just finished yesterday Unreal tournament 2004! I will download it soon


Intel Pentium core 2 duo T6600 2,6 mhz 4mb, 4 gb ram 600 mhz ddr2
tha_rami
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Posted: 14th Oct 2007 04:53
Quote: "Defiantly would be up for it.}"

www.d-e-f-i-n-i-t-e-l-y.com

UT? Cool
Whatever you said, Raven, I'm sure it was positive as long as you're expecting nothing more but a graphical update. Download time!


A mod has been erased by your signature because it was larger than 600x120
Clackersmith
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Posted: 14th Oct 2007 04:59
Its spell checks fault I swear...yeah I was aware, I normally post then go through and proof read. You just caught me before I edited hehe

Mnemonix
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Posted: 14th Oct 2007 09:01
The tournament games have always been a set formula. So long as the graphics are better and there are more guns/vehicles etc. and possibly other vague improvements then im happy


Nearly downloaded


COME ON XAN, PREPARE TO DIE!

TheSturgeon(playing me at chess) : I will use my powers of the horse and pwnzor you.
Jeku
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Posted: 14th Oct 2007 11:44
Can't wait to try this demo at work on Monday. My computer at home will crash just downloading it

SimSmall
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Posted: 14th Oct 2007 13:27 Edited at: 14th Oct 2007 14:00
I used to like UT2004... Then I tried other shooters (namely, Quake 3 and SWAT 4). When I returned to UT2004, I couldn't believe how small the player models were. It was a miracle I used to be able to see them, let alone hit them.

I also found the shock rifle a bit of a pain, great on small LAN servers. Where I used to be the host, it hits instantly, like it was supposed to. When I wasn't the host I tried to stay away from it as it didn't hit as instantly as I'd like (even with a latency as low as 4). The pixel perfect accuracy meant I missed virtually every time, and on the internet, well, the weapon was an absolute no-no for me (latency of about 50).

I'll try it anyway, but I think my pre-tainted vision of bad experiences with the tiny models and delays on the shock rifle will spoil it for me. I'll probably blame every missed shot on one of those two...

Edit: Oh maybe I won't try it, perhaps if they'd provided some sort of documentation that stated that Windows 2000 wasn't supported, I wouldn't have just spent 30 minutes downloading it...

So, if you don't have XP, Vista, or Server 2003 it won't install just a warning for anyone else
Sopo the tocho
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Posted: 14th Oct 2007 14:01 Edited at: 14th Oct 2007 14:01
In UT2004 the models aren't small, the levels are too huge! sometimes you need like 2 o 3 minutes to find someone...


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David R
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Posted: 14th Oct 2007 14:02 Edited at: 14th Oct 2007 14:02
Not terribly impressed by the graphics... I mean, they're good, but for some reason it looks pretty bad on here; and the video options don't seem to have any effect what-so-ever, which strikes me as odd, seeing as though Bioshock can play beautifully with maxed out effects @ 1024x768 on this machine :/


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Seppuku Arts
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Posted: 14th Oct 2007 16:47
Quote: "Quote: "Defiantly would be up for it.}"
www.d-e-f-i-n-i-t-e-l-y.com"


Defiantly is a word...what he was saying was that he'll defy the norms of abnormality and conform to society...

Well, sounds cool the demo is out, I'll download it and blow up my laptop...cooooooll.....

I'm sorry tha_rami, it's gone
phil17
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Posted: 14th Oct 2007 17:33
how can i get the demo? dont have a account for fielplanet

Mnemonix
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Posted: 14th Oct 2007 17:48 Edited at: 14th Oct 2007 17:48
Hello, here is my screenshot of playing. Runs very nice




TheSturgeon(playing me at chess) : I will use my powers of the horse and pwnzor you.

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Raven
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Posted: 14th Oct 2007 19:01
aye, mnemonix. just really can't express how impressed i was with the engine performance.

for those saying "oh it's just a prettier UT2004", and yeah you're right for the most part... but that's really cool. There are some new vehicles, new levels. It is an extremely pretty game, but unlike current games that look this good; they don't require a computer that is not next-gen just to play, and more freaking amazing is it runs on on-board gpus just fine!

I mean that is just WOW, to me. I'm looking forward to seeing what the mod communities make from this, and happy that I'll be able to have Gears of War on the go as well as on my powerhouse at home.

Well anyway, I'll put a server up in a couple of hours. Just tinkering with Hammer atm

Mnemonix
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Posted: 14th Oct 2007 22:48
Has anybody tried out the hoverboards yet? (press Q on the capture the flag map)

Who wants a translocater now??

NOT ME

TheSturgeon(playing me at chess) : I will use my powers of the horse and pwnzor you.
Accoun
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Posted: 14th Oct 2007 23:21 Edited at: 14th Oct 2007 23:29
Well... time for upgrade Someone made a PC tester for UT3.
My result was sth. like that: "Enough to see the main menu"

[EDIT]
Mnemonix, what were the settings on the screenshot???

[EDIT2]
pic

Make games, not war.

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Mnemonix
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Posted: 14th Oct 2007 23:57
The settings were 1024x768 with 100% screen render size

my specs:

amd 2500 athlon xpm
nvidia geforce 7600gs 512mb
2gb DDR 400

TheSturgeon(playing me at chess) : I will use my powers of the horse and pwnzor you.
Accoun
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Posted: 15th Oct 2007 00:02
Quote: "The settings were 1024x768 with 100% screen render size"

I mean details, texture size etc, but thx for spec.

Make games, not war.

Mnemonix
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Posted: 15th Oct 2007 01:20
The options are specified are all that are customizable in the demo, to my knowledge

World detail on full

I missed that. Its just a slider from 1 to 5 I think

TheSturgeon(playing me at chess) : I will use my powers of the horse and pwnzor you.
Mnemonix
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Posted: 15th Oct 2007 02:14 Edited at: 15th Oct 2007 02:14
Here is another shot of me attempting to do a stunt.

I subsequently died.



TheSturgeon(playing me at chess) : I will use my powers of the horse and pwnzor you.

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Phaelax
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Posted: 15th Oct 2007 16:15
For those who don't want to pay to download crap from FilePlanet, here's a list of mirrors:

http://www.fileradar.net/files/view/Unreal-Tournament-3_UT3-Beta-Demo/1481


David R
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Posted: 15th Oct 2007 18:50
Quote: "
World detail on full
I missed that. Its just a slider from 1 to 5 I think
"


Am I missing something options-wise? I only seem to be offered options about screen res and shader type, but nothing else :/


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Lukas W
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Posted: 15th Oct 2007 18:52 Edited at: 15th Oct 2007 18:52
I take it the game isn't supposed to look like this:


I have found out that my graphics card is overheated. But I don't know why. I'm just waiting for a job and then I'll buy a new computer.

I allways afraided from a clowns. aww..

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Benjamin
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Posted: 15th Oct 2007 18:54
Quote: "Am I missing something options-wise? I only seem to be offered options about screen res and shader type, but nothing else :/"

Try clicking the 'advanced' tab.

Good game...

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David R
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Posted: 15th Oct 2007 19:34 Edited at: 15th Oct 2007 19:35
Indeed it is on the advanced tab...

I was changing the options from in-game, and since you have to press "advanced" to get to the video options, I assumed that took you back to the main "advanced" menu, so fair enough.

I think that's my main complaint (now that it's looking a lot better) - the menu UI sucks + It's not always entirely clear where the "back" button takes you.

Oh, and settings wise- I got it up to 800x600 with 100% render area thing, 4 for world detail, 4 for texture detail and no vsync, playing very nicely and looking pretty. Good game


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Raven
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Posted: 16th Oct 2007 01:51
Quote: "For those who don't want to pay to download crap from FilePlanet, here's a list of mirrors:"


You don't have to pay for fileplanet, just login - there is the normal login and free account sign up.

Quote: "I take it the game isn't supposed to look like this:"


nope, should run alright on any 2.0 card though with 128mb

Phaelax
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Posted: 16th Oct 2007 03:49
Played the demo online, feels more like Q3 to me. Might've just been the server I was on, but did they get rid of the dodge+jump move? The shock combo seems to have a much larger range than before.


Preston C
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Posted: 16th Oct 2007 07:26 Edited at: 16th Oct 2007 07:27
I can (almost) confirm Ravens note on UT3 running on really old graphics hardware.

Got it running without a stutter on my laptop, which has a onboard NVIDIA 6150 in it. Low resolution, aye, but what does resolution matter when you're blowing your friends to itty bits?

I feel sorry for my old high schools IT group though.

They had so much trouble blocking the kids from playing UT2K4 on the schools network, and yet we always found away around it. Had class-wide LAN games running throughout my AP Java class in my senior year.

Now the students will foam at the mouth to get this working. You can already hear the faculty gnashing their teeth.



AMD Opteron 185 2.6 Ghz | 2 GB RAM | 8800 GTS 640MB | Vista Home Premium
Raven
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Posted: 16th Oct 2007 15:53
Quote: "Might've just been the server I was on, but did they get rid of the dodge+jump move? The shock combo seems to have a much larger range than before."


nope, dodge is still there as is dodge-jump. they've just expaded on it all.

can't wait to see mods for it
the unreal engine has always been awesome for mods

Lukas W
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Posted: 16th Oct 2007 17:49
I fixed my graphics card now, it was a handful of dust in the gpu fan that caused the fan not to rotate, and which in turn caused the gpu to heat up to 90+ degrees Celsius.

After I removed the dust and the fan was working again, I could finally play the game (and all other games yay!).

The flack cannon in my opinion, is too slow to fire with. A delay of 1 second between each shot is a little too long for my liking. In the first UT it was way faster to fire with.

I guess I need to redo my playing tactic.

I allways afraided from a clowns. aww..
Arkheii
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Posted: 16th Oct 2007 18:41
I haven't played internet MP since CS on dialup, but even on cable my ping was so high that I couldn't take MP seriously. I could only frag by spamming flak and rockets, with the occasional impact gun melee

Benjamin
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Posted: 16th Oct 2007 22:15 Edited at: 16th Oct 2007 22:18
Anyone else having problems with creating a profile? I've tried many usernames and e-mail addresses but no matter what I choose it says "the password is wrong for the e-mail address provided" or something like that. It sucks having to set the key configuration in the rather dire menu system every time I load it up.

Tempest (DBP/DBCe)
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SimSmall
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Posted: 16th Oct 2007 22:21
What was wrong with the old days where you could connect with any user name you felt like?
BatVink
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Posted: 17th Oct 2007 00:37
It looks beautiful. I expected to see more PhysX eyecandy though.

demons breath
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Posted: 17th Oct 2007 01:31
It does look great - I don't normally play computer games but I might give this a whirl if I can scrape the cash together.

http://jamesmason01.googlepages.com/index.htm
SpyDaniel
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Posted: 17th Oct 2007 14:07
Does anyone else think it's dumb using the @ key as the console key? You can't enter a vaild email address, I had to use [at], but it still worked.

I need Dark AI before I can use FPSC X9.

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Sopo the tocho
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Posted: 17th Oct 2007 16:28 Edited at: 17th Oct 2007 16:29
Here in my keyboard (Spanish keyboard) the console its the "TAB" key, to write a "@" in my keyboard you have to press "Alt GR" and "2" at the same time.


Intel Pentium core 2 duo T6600 2,6 mhz 4mb, 4 gb ram 600 mhz ddr2
Raven
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Posted: 18th Oct 2007 09:43
Quote: "It looks beautiful. I expected to see more PhysX eyecandy though."


Would be impressive showing off PhysX with a Havok physics system.

Quote: "Does anyone else think it's dumb using the @ key as the console key? You can't enter a vaild email address, I had to use [at], but it still worked."


yeah tis retarded, i had to change it on the website once i registered it.

BatVink
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Posted: 18th Oct 2007 10:06 Edited at: 18th Oct 2007 10:07
Raven, I see you're on top form again...

Quote: "Would be impressive showing off PhysX with a Havok physics system"


Quote: "AGEIA PhysX technology is already integrated into Epic Games’ award-winning Unreal Engine 3, which is the underlying technology for many next-generation games in development from some of the industry’s top developers and publishers. Unreal Engine 3 now boasts a state-of-the-art physical animation system, enabling artists to create game characters that react to hits and other stimuli within the environment, such as opponent attacks.

The AGEIA PhysX processor is available in game PCs from Dell, Alienware and Falcon Northwest starting today, and on add-in boards from ASUS and BFG technologies starting in May 2006.

“Epic Games has been a supporter of AGEIA PhysX technology since its inception, and the availability of the AGEIA PhysX processor will turn up the heat on physics action for the PC,” said Tim Sweeney, CEO of Epic Games. “With AGEIA PhysX integrated into the Unreal Engine 3, PC gamers and Playstation gamers alike will experience some amazingly cool physics in Unreal Tournament 2007.”


"AGEIA PhysX owners will get the unique opportunity to tear up Unreal Tournament 3™ through some exclusive and revolutionary new features never before seen in PC games!""


Note, I quoted this from Ageia/Epic. I didn't claim to be an expert on everything

David R
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Posted: 18th Oct 2007 18:38
Quote: "
Would be impressive showing off PhysX with a Havok physics system.
"


Impressive bs. there Raven, seeing as though the installer visibly installs the PhysX driver in front of you...


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Sopo the tocho
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Posted: 18th Oct 2007 23:25
BTW, the AGEIA Physx SDK its free for commercial and non commercial games.


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Raven
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Posted: 19th Oct 2007 06:06
Quote: "Impressive bs. there Raven, seeing as though the installer visibly installs the PhysX driver in front of you..."


Didn't install it here, then again I already have it installed and up-to-date. So it would've probably skipped it.

Quote: "Note, I quoted this from Ageia/Epic. I didn't claim to be an expert on everything "


Meh, well either way.. what does it matter how they've used the Physics engine they picked. Something that irritates me is something being used for the sake of showing it off.

Half-Life 2 has done this, I mean yeah they finally used a physics engine as opposed to writing it themselves (which to me actually would've perhaps explained the overuseage of it) but quite frankly once the novelty of it all wears off you're left with what exactly?

Nothing but a physics tech demo. I think that Epic have always had the physics engine just right (although if what you've posted is actually form the website someone is talking BS, given Unreal 2 used Karma which is now Renderware : Physics.. and PhysX is just the Rocket Physics Engine from another company, began with an N rebranded and expanded).. why overuse something just to show it all off. Use something because it's needed to enhance the game, not simply because you have it.

So frankly, they've not used it since the inception at all unless they're talking about when it became Ageia which again has to be bullcrap given they released Unreal 2.x that year still with the original Karma engine.

Besides, the Splinter Cell : Double Agent and Rainbow Six Vegas games both using 1st generation Unreal 3 technology; both used Havok (it's on their site too under released games) as well as the technology demo of Unreal 3 showing off HavokFX (the multi-gpu physics solution for Havok).

Guess it was just me presuming that they were exclusively using a single Physics Engine; guess I was wrong.

Jeku
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Posted: 19th Oct 2007 10:58 Edited at: 19th Oct 2007 10:58
Quote: "Nothing but a physics tech demo."


I disagree that HL2 was nothing but a physics demo. The physics were used to great extent and part of the gameplay, especially in Episode 2.

Quote: "Guess it was just me presuming that they were exclusively using a single Physics Engine; guess I was wrong."


You say they're using 2 physics engines? Highly doubtful. The 3D engines (Unreal 3, Source, etc.) are not tied to particular physics engines (Ageia, Havok, etc.). They're separate entities, and can be swapped around.

Raven
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Posted: 19th Oct 2007 12:38
Quote: "You say they're using 2 physics engines? Highly doubtful. The 3D engines (Unreal 3, Source, etc.) are not tied to particular physics engines (Ageia, Havok, etc.). They're separate entities, and can be swapped around."


Not worked with many game engines have you?
We're not talking Middleware, like Torque or Renderware.
These are fully fledged engines designed with purpose games in mind.

Changing the Physics system in Source from Havok to PhysX would be a small nightmare. Try actually checking out the SDK sometime, there's no way to take out Havok from it without completely rewriting the entire gameplay aspect.

It is very uncommon for an engine to be developed to interchange aspects, those are attributes you'd find in Middleware not a Modifiable Engine. Especially with how Physics have to be implimented, jesus in that racing game you were working I recall you saying you were working on the physics system ... surely you have enough experience to know how difficult it is to allow modular physics systems. Especially given how bloody different they are.

I mean it's like saying "Yeah, sure we can swap a Ford Focus Chassis with a BMW M3 Chassis", it would take some extremely specialised engine writing to achieve something like that.

Quote: "I disagree that HL2 was nothing but a physics demo. The physics were used to great extent and part of the gameplay, especially in Episode 2. "


I've yet to play Episode 2, but Half-Life 2 itself was almost purely physics based .. I mean FFS you had a gun specifically for manipulating the physics of the world!! More to the point there's evidence in the engine they tonned down the gun, as Gary's mod just unlocked abilities pre-written by Valve to manipulation to time, gravity, etc.

Perhaps they've added better useage of the physics in Episode 2; as I said I've yet to play it. Frankly though, until I'm playing the game and enjoying it without sitting there constantly having to use aspects of the physics engine in a stupidly obvious way... then I'm going to keep calling it a tech demo.

It's not as if it even has a strongly obvious storyline. Been playing through them after work each day to try and figure out all of the story after an email from Mark Laidlaw (after I emailed him asking what the background story and such between the Black Mesa and Half-Life 2 periods was, and getting the response it's all in the game) .. Several people messaged me due to my msn name at the time saying outright "there is no story to Half-Life 2"

Don't get me wrong, I'm not saying it's a bad game. I do quite enjoy it, but still the story just isn't strong enough; and the physics are relied upon far far far too much.

David R
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Posted: 19th Oct 2007 13:29
Quote: "Changing the Physics system in Source from Havok to PhysX would be a small nightmare. Try actually checking out the SDK sometime, there's no way to take out Havok from it without completely rewriting the entire gameplay aspect.
"


If I recall correctly, the Unreal engine (or at least, No. 3) has a special system geared towards allowing quick integration/swapping of different middleware packages.

Also, if you actually check out a physics engine sometime, you'd realise the utter stupidity of what you're suggesting: They're using Havok, but they're also using PhysX to take advantage of PPUs, even though PhysX can do software as well? What a totally brain dead suggestion that is


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OSX Using Happy Dude
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Posted: 19th Oct 2007 13:36
Hopefully the Mac version will be out at nearly the same time as the PC version.

Visit my web site for real bangin' stuff at http://www.nicholaskingsley.co.uk
BatVink
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Posted: 19th Oct 2007 13:39
Half Life 2 is definitely "strange". It is very unlike other games in it's genre, and my personal opinion is that it isn't as good. But the graphics are astounding, and the physics usage is excellent IMHO.

Saying that, some of it is OTT, such as pushing an oven into a cage to lift a wooden platform, none of which makes sense or is in context )

Raven
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Posted: 19th Oct 2007 13:57 Edited at: 19th Oct 2007 14:03
Quote: "If I recall correctly, the Unreal engine (or at least, No. 3) has a special system geared towards allowing quick integration/swapping of different middleware packages. "


Unreal 3 might be, I have no experience with using it.
Hope to when the SDK and tools are released with Unreal Tournament 3.. my original comments were made given I never saw it install anything for PhysX (in-fact like most installers I just have it in the background on one-click install), and either there isn't anything on boot.. or more likely I skipped all the logos flashing up.

So I was going on the fact that previous games released using the engine had used Havok (atleast on the 360, not played any on the PC except this and Fury, which also used Havok)

Quote: "Also, if you actually check out a physics engine sometime, you'd realise the utter stupidity of what you're suggesting: They're using Havok, but they're also using PhysX to take advantage of PPUs, even though PhysX can do software as well? What a totally brain dead suggestion that is"


I never said they're using both. I said quite clearly, that even swapping (as in replacing) is enough of a nightmare. I have used Renderware : Physics, Karma, PhysX, Havok and ODE in the past; currently I'm very happily utilising Havok.

To me it's the best solution for both Software and Hardware physics; as it is quite easy to integrate, many of the features are geared towards blending physics seemlessly with traditional animation as well as next-generation animation.

The Software version will utilise extra processor cores as required, and computing wise free. You can also manually set this affinity to enhance performance on specific systems.
That said it will also take advantage of additional gpus available, as well as the HavokFX enhancements available within the DirectX10-Generation graphics cards.

It scales perfectly between platforms will similar results without having to seriously limit what is going on (a very very big problem back when developing for PC and PS2 was having to strip huge amounts of physics back simply because the PS2 while having the performance didn't have the memory, for PhysX (Novicane or whatever it was) yet Havok worked just as sweetly.) not to mention the performance doing similar tasks between the two engines is a world of difference.

A good example is for the Xbox 360, we could have close to 3000 rag-dolls at any given time. This has allowed for games like Kameo and Dead Rising to have huge amounts of enemies on-screen at once while still reacting to the physics system with Havok.

PhysX however in tests, was only able to handle around 500 before seriously impacting performance in software mode.

Only reason PhysX is currently so popular, and probably mainly for the PC is because of their recent licensing system freedom. As in being free. It's still the same price as Havok is for the 360.

Quote: "But the graphics are astounding, and the physics usage is excellent IMHO. "


Oh yeah definately, the physics system is awesome. Especially the integration for developers, you can really have some awesome fun with it.

That said, the graphics to me have felt a bit dated.
As a whole product, it fits together nicely; and from what I see of the Episode 2 changes they're dragging it into this century.. still they're not exactly amazing. Particularly the texture quality.

I have the texture quality on high, and it's still far from nice.
Perhaps a nice procedural texture system might help
Also not to sure about the lightmapping in this day and age, still it does mean it can scale and look nice even on an ancient graphics card.. not that it'll run very quickly (trust me on a Radeon 9700 mobility or GeForce 2, it's more fun watching paint dry than 5-10fps )

That said Half-Life has never been the most amazing looking game, even the first one sacrified graphics for better AI and interaction. Personally I did like that.

I think one of the most amazing things about Valve is somehow they've added normal mapping to the entire engine yet it's barely noticeable throughout the entire game. Not sure if that's intentional or not, I'm all for subtle to add depth.. but you never notice it unless you stop to smell the roses so to speak.

Well unless you're looking at the water heh

Jeku
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 19th Oct 2007 22:14
Quote: "Not worked with many game engines have you?"


Spare me your belittlement, I've worked with enough engines to understand the concept and differences between physics engines, game engines, etc. Any engine worth its salt is modular and the parts can be swapped out.

SimSmall
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Joined: 7th Aug 2004
Location: United Kingdom
Posted: 19th Oct 2007 23:34 Edited at: 19th Oct 2007 23:36
Quote: "Does anyone else think it's dumb using the @ key as the console key? You can't enter a vaild email address, I had to use [at], but it still worked."


SWAT 4, which uses UnrealEngine 2.5 suffers the same thing ... since stat tracking requires an email address to work properly...

You can get around this by using the normal method of inserting ascii characters. ie:
hold ALT,
press 64 on your 10-keypad,
release ALT

and the correct symbol should appear... I haven't actually tried this in UE3 though.

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