New Unreal Engine 3 Trailer

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Jetfire

New Member
Jul 25, 2005
354
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Epic would be better off having at least some of their games on rolling engine releases. They practically do that anyway, UT3 is, for the most part, built on UDK already.

lolwut. nothing in the udk would make ut3 a better game.
 

Bgood

New Member
Oct 30, 2010
83
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Well, proper lighting for less desaturated maps?


Agreed, it'd be a big improvement.

It's not just visuals though , what about performance increases , newer CPU/GPU architectures won't be optimized for in the older build, considering a 8800gtx was the ultimate card at release.

Patch 2.0 (alongside Titan pack) made a noticeable difference to performance. But it came too late.
 

DannyMeister

UT3 Jailbreak Coder
Dec 11, 2002
1,275
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Bolivar, Missouri
Better lighting, quicker UI, increased performance across the board, improved uscript code modularity when they broke things up for UDKGame, better toolset for modders, and on and on. All the things UT3 needs since it's actual game play is solid.
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
84
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Better lighting, quicker UI, increased performance across the board, improved uscript code modularity when they broke things up for UDKGame, better toolset for modders, and on and on. All the things UT3 needs since it's actual game play is solid.
Exactly. Plus, I'd hope they've made some real improvements to the netcode. One of Epic's biggest problems with past UT games has been their complete avoidance of netcode compatibility breaking patches. However, the biggest problem with UT for ages has been no updates to the performance and reliability of the netcode.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
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Lithuania
Exactly. Plus, I'd hope they've made some real improvements to the netcode. One of Epic's biggest problems with past UT games has been their complete avoidance of netcode compatibility breaking patches. However, the biggest problem with UT for ages has been no updates to the performance and reliability of the netcode.

Well, Unreal Tournament was supposed to be a netcode update for Unreal. Except that they decided to make it a separate game instead, with it breaking online compatibility and all.
 

shoptroll

Active Member
Jan 21, 2004
2,226
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At this point, and I kinda hope this is what they do in the future, the only option is to make a smaller release for the next UT and release it as a download only online title for $20-30 and add on to it from there. Strip the game down to the bare essentials: all the weapons, a handful of maps (primarily classic maps) and modes, and support it id/Valve style with free content/engine updates which add to the base game. It certainly wouldn't jive with the current XBox dominance of their retail strategy, but I don't feel that UT3 resonated with the 360 demographic in the first place so I don't think much would be lost by skipping out on the 360 or consoles all together. Plus, this would free them from MS's draconian Live policies as well. I'd be willing to meet them halfway and pay money for a well constructed single player campaign, but I think the core release should be online focused with offline Instant Action vs. bots as the only single player component out of the box.

The arena style shooter has given way to the more serious psuedo-realistic military type games like CoD and Counter-Strike. It's incredibly risky to release anything on the scale of UT2/UT3 for $50... I mean $60 these days. However, games like TF2, Monday Night Combat, Quake Live have demonstrated that there is a demand for more traditional/arcade style shooters in the $0-30 price range. If there's ever to be a new UT, this is where Epic is going to have to compete.

tl;dr: Smaller game, faster iterations, longer support cycle (regular engine upgrades if possible) with a lower price point.
 
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Kantham

Fool.
Sep 17, 2004
18,034
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They're mocking us!

SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL SELL
 

Bgood

New Member
Oct 30, 2010
83
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Better lighting, quicker UI, increased performance across the board, improved uscript code modularity when they broke things up for UDKGame, better toolset for modders, and on and on. All the things UT3 needs since it's actual game play is solid.

Anyone interested in PC gaming may find this recent post http://forums.anandtech.com/showpost.php?p=31520674&postcount=28 an interesting read.

Epic have just incorporated DX11 into UE3. Of course expecting that kind of dev work would be too much. But still... a doubling of performance anyone?:clap: Different engines, but UT3 and indeed UE3 games generally are very CPU bound, so who knows what gains could be possible with DX11 multithreading, certainly looks promising.
 
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GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
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Lithuania
Anyone interested in PC gaming may find this recent post http://forums.anandtech.com/showpost.php?p=31520674&postcount=28 an interesting read.

Epic have just incorporated DX11 into UE3. Of course expecting that kind of dev work would be too much. But still... a doubling of performance anyone?:clap: Different engines, but UT3 and indeed UE3 games generally are very CPU bound, so who knows what gains could be possible with DX11 multithreading, certainly looks promising.

Huh? But multithreading for CPUs is a strictly a matter of native programming, it has nothing to do with DirectX, which deals with graphics only. And even then, from what I've heard so far, DX11 is just DX10.1 with hardware tessellation support.
 

ambershee

Nimbusfish Rawks
Apr 18, 2006
4,519
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Nomad
sheelabs.gamemod.net
Huh? But multithreading for CPUs is a strictly a matter of native programming, it has nothing to do with DirectX, which deals with graphics only. And even then, from what I've heard so far, DX11 is just DX10.1 with hardware tessellation support.

It's not strictly true, but largely this is the case. Dx11 does purportedly have a number of features that make multithreaded programming CPU side easier*. Multithreading on GPUs on the other hand is much more new, and should hopefully allow for some real fun.

*I have not tried it, nor read much into it.
 

Spiney

New Member
Jun 12, 2010
187
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Multithreading on GPUs on the other hand is much more new, and should hopefully allow for some real fun.

*I have not tried it, nor read much into it.

GPU's have been highly parallel architectures since their inception.
The article is all about multithreading the renderer on the CPU side, so synching between CPU and GPU is much more smooth.

Floating point performance on GPUs has completely eclipsed that of the CPU.
The situation today is that GPUs are typically bottlenecked by the CPU because of this.

from the article:
Now why do we have multi-threaded rendering in the first place? Half of this is to better mesh with multi-threaded games by enabling additional threads to directly contribute without having to go through a master thread first. But a second purposes is because multi-threaded rendering helps the GPU just as much as it helps the CPU.
 
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Bgood

New Member
Oct 30, 2010
83
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Huh? But multithreading for CPUs is a strictly a matter of native programming, it has nothing to do with DirectX, which deals with graphics only. And even then, from what I've heard so far, DX11 is just DX10.1 with hardware tessellation support.

From Anandtech :

...enabling simple parallel creation of resources and display lists by multiple threads could really open up opportunities for parallelizing game code that would otherwise have remained single threaded. Rather than one thread to handle all the DX state change and draw calls (or very well behaved and heavily synchronized threads sharing the responsibility), developers can more naturally create threads to manage types or groups of objects or parts of a world, opening up the path to the future where every object or entity can be managed by it's own thread (which would be necessary to extract performance when we eventually expand into hundreds of logical cores).

DICE:
Now in DirectX 11, with the new support for multi-threading in the API, we can render objects and submit it to the GPU in parallel on all available CPU cores (we’ve tested up to 16 virtual cores). This will be a big performance improvement and allow us to have much more variation and detail on our levels while costing less than before. The multi-threading support also enables us to get faster loading times by loading shaders and other resources in parallel and to efficiently stream in textures & meshes without stalls, which would otherwise result in unwanted jerky performance in the game

DX11 multithreading (command list enabled) drivers weren't available ,until now.This should hopefully go some way to ending the CPU -DX API bottleneck as more studios implement this.
 
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