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Join Date: May. 27th, 2001
Location: Australia
Posts: 178
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Tim Sweeney on new tech.
Took a few snips from the Tim Sweeney interview in the Feb issue of atomic (Aussie mag):
Atomic: What can you tell us about the key technologies that the next Unreal engine will be focused on? Tim: We already have polygon count where it needs to be. We're going to be focusing on per-pixel rendering and getting the quality of each pixel on screen as high as possible. So there's a bunch of different technologies there: dynamic shadowing technology, stencil buffer and shadow z-buffers. But the whole idea is that every object in the scene should cast realistic shadows with respect to every light source in the scene, and every pixel you see should illuminate properly that way. Of course that's easy to say and there are some solutions for that, like stencil buffering. But to do that properly you really want fuzzy shadows everywhere because most light and most environments are quite diffused and if you look around you very seldom see a really sharp shadow edge somewhere. So a huge amount of effort and processing power goes into implementing fuzzy shadows effectively in real-time. That's been a significant part of our R&D right there. The other thing is techniques for encoding, when we talk about textures in the past we meant basically a 2d map containing RGB colour. And now a texture really means that plus a normal map depending on how bumpy the surface and how it’s locally oriented, as well as secular maps and seeing how glossy the thing is at each point. Atomic: When you say fuzzy shadows, that's what you demoed at the NV30 launch? Tim: Yeah, it showed basically the technique we're using. Of course it only showed it on one character and now the tech is scaling to really large scenes as we have some pretty good stuff up and running. DX9.0 is really the minimum spec there. We're essentially releasing a game in two years that's really going to bring existing computers to a complete crawl. You know, going back to the days when a new game came out and a lot of people really do have to upgrade their hardware to play it well. Atomic: To concluded, what can we look forward to from your next generation engine? Tim: Massive improvement in the realism and quality of scenes with realistic fuzzy shadowing. Incredibly detailed characters - like characters that, if you at and compare them side by side to our existing characters in detail, you might say they're a hundred times more detailed. A lot more use of physics in environments - not to create contrived puzzles but just in a natural way with all objects interacting physically. That's really just talking about the engine and not our game, which we aren't talking about yet. Last edited by GrimStar; 17th Sep 2004 at 02:40 AM. |
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you don't read atomic!? thats just un-australian!
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Nice
Didnt like to hear this tho since i just ordered me a new PC ![]() hat's really going to bring existing computers to a complete crawl |
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#5 |
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sweeet, Unreal Engine ownz
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#6 |
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yeah here's hoping they can do better than cupe maps this time
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#7 |
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Registered User
Join Date: Jan. 24th, 2004
Posts: 1
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does anybody have this movie from nv30 launch ?
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#8 |
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Hey Grim, it's Grim.
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I can't be a legend yet. I'm not dead.
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#9 |
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BTW on teh Article.....
W00T UNREAL WARFARE!
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I can't be a legend yet. I'm not dead.
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#10 |
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Damn... wish I could read the whole interview... bloody aussies.
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All those moments will be lost, like tears in the rain. Time to die. PSN: Fifth-Elephant Quakelive: FifthElephant |
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#11 | |
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No no no, Toolvana, two weeks!
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See, in a recent Proph's Chronicle (slap me for the pimpage) I told you people to start saving your money
. Of course, the subject was targeted at us geeks who love to upgrade everytime something new comes out.Yep, 2005/06 is going to be expensive.
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Logic separates us from animals. Reasoning by emotion makes you an idiot.
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#14 | ||
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LEFT
Join Date: Jan. 10th, 2002
Posts: 755
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Great news!
![]() Quote:
Lets hope in 2006 Unreal engine will finally have bump mapping. Quote:
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Last edited by Doc_EDo; 24th Jan 2004 at 02:50 PM. |
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Going to be very nice, indeed. Maybe see realistic damage on objects, instead of decals. Real bullet holes, dents and stuff. Ouch...that's going to kill the frame rates.
As for the movie, wasn't it the one where the marines (from the UW pics) storm a bridge? In that scene, they come out of some hall way, onto a platform and start firing at the enemy across a short bridge. Then they shoot a swaying metal object located above the bridge, which falls down and destroys the bridge. I think it was that video.
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Logic separates us from animals. Reasoning by emotion makes you an idiot.
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Here's the link to the newspost, but the link to download the file is dead. http://unrealops.com/modules.php?op=...rticle&sid=305 EDIT: I found it!!111 http://www.nvidia.com/object/nzone_m...eal_media.html
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Last edited by Raffi_B; 24th Jan 2004 at 03:08 PM. |
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Sweet, I was hunting for it too. Good job!
__________________
Logic separates us from animals. Reasoning by emotion makes you an idiot.
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#18 |
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Hehe, that's a kickass vid. The fight between the two guys at the end where he pulls the guy's arm off and starts beating him with it is priceless
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#19 |
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No no no... that GDC movie, while spiffy-looking, is not the one they mentioned in the article. The NV30 launch video showed a marine walking through a torch-lit cavern. The clip from the Unreal engine in the NV30 launch vid showed much better graphics than the GDC vid. I'll see if I can find a link to the NV30 launch video.
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Quote:
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Last edited by Raffi_B; 24th Jan 2004 at 04:52 PM. |
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