NEW ATI WALLHAX NO HOAX

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Fuzz

Enigma
Jan 19, 2008
1,120
0
0
Universe
I think game producers should make their products simpler or employ enough workers to put necessary hours into their releases.

Is it a new trend, selling unfinished PC games?
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
Is this why you need a super fast computer to run UT3? It has to render the stuff behind walls and then cover or hide it with the wall? How else could you see through it unless the game renders it?

Ehhm, have you tried mapping? The engine has always rendered everything, in all engines. However, that's a waste of time, so in UE1 they had zones (if you can't see any part of a zone, you don't render it), in UE2 they had occluders [AKA AntiPortals] (if a Static Mesh is fully behind one, you don't render it). And in all other cases you render everything. But sure, maybe Epic didn't zone or occlude enough. Although that way they might have gotten more BSP holes.