I heard that the demo was running on 3 nvidia cards. So all I'll need is 1 5870, maybe 2 and I'm sorted.
Unreal Engine 3.9
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Quote from Zyndrome
Still hardly anyone takes advantage of the streaming content feature in the engine. The only somewhat recent game I can recall using it is 'Singularity'

Bulletstorm streams quite alot in and out.
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Quote from Zyndrome
Still hardly anyone takes advantage of the streaming content feature in the engine. The only somewhat recent game I can recall using it is 'Singularity'

Wait, what? Outside of UT3 and maybe some other MP-only stuff that keeps everything in the persistent level, I'd be shocked if there's a single game that's not using some amount of level streaming (and textures can stream automatically).
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My definition of streaming content is when I don't encounter a loading-screen for a very long time, which is what I noticed in Singularity

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ah ok. Dead Space 2 is an example, but I'm not sure if it's Unreal

It's true, you could do a game without any (or few) loading screens in Unreal, but I guess it's a mess if you stop working with Corridor-Only Levels and not every LD has very strict restrictions on what how to do.
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Quote from Zyndrome
My definition of streaming content is when I don't encounter a loading-screen for a very long time, which is what I noticed in Singularity

That's too narrow a definition when everyone's still streaming levels like mad
You can only exist in the same persistent level for so much game. 
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Quote from e-freak
ah ok. Dead Space 2 is an example, but I'm not sure if it's Unreal
It's true, you could do a game without any (or few) loading screens in Unreal, but I guess it's a mess if you stop working with Corridor-Only Levels and not every LD has very strict restrictions on what how to do.Dead Space afaik uses an EA internal engine that was made for a Godfather game.
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Dead space 2 runs on the visceral engine
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http://en.wikipedia.org/wiki/Dead_Space_2
surprised nobody has quoted this before.
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Quote from dux
Quote from the source of the wiki:
QuoteThe original Dead Space used the Visceral Engine. Dead Space 2 is also using the same engine.
(I'm tempted to cut off that first sentence but that would be wrong
)Going back further:
QuoteEA revealed that the EA Redwood Shores developed Dead Space is being built on the same engine that powered The Godfather games - albeit a highly modified version that includes all the next-gen features we've come to expect.

Calling it the "Visceral engine" is a retcon pretty much
They were still EARS until I think just before DS came out (or Dante's Inferno came out, one of those)Edit: To show some humility, until I just looked up those wiki sources I would've sworn to you Visceral, previously EA RS, was previously Dreamworks Interactive, makers of Jurassic Park Trespasser and Clive Barker's Undying. But no, that's EA LA, not EA RS.

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Dead Space was originally going to be built on Unreal 3, but Visceral elected to go with an internal engine just prior to production because UE3 is very poorly optimized for dynamic lighting.
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Ah, the famous IN-HOUSE ENGINE

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I knew someone would mention it eventually.
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Quote from Zyndrome
Ah, the famous IN-HOUSE ENGINE

How about we all pray it doesn't end up an "Out House" engine.

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http://uk.pc.ign.com/articles/115/1154344p1.html
Its out tomorrow with the March UDK
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