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Unreal Engine 3.9

  • Seldoon182
  • March 4, 2011 at 9:49 PM
  • dux
    • March 7, 2011 at 5:46 PM
    • #21

    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.

  • e-freak
    • March 7, 2011 at 7:19 PM
    • #22
    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.

  • KungFuSquirrel
    • March 7, 2011 at 9:45 PM
    • #23
    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).

  • Zyn
    • March 7, 2011 at 10:40 PM
    • #24

    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

  • e-freak
    • March 7, 2011 at 11:12 PM
    • #25

    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.

  • Orpheus
    • March 7, 2011 at 11:39 PM
    • #26
    Quote from Campaignjunkie

    Someday you guys are gonna not complain about something and I'll stroke out I swear.

  • KungFuSquirrel
    • March 8, 2011 at 1:55 AM
    • #27
    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.

  • Jetsetlemming
    • March 8, 2011 at 2:29 AM
    • #28
    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.

  • e-freak
    • March 8, 2011 at 8:29 AM
    • #29
    Quote from Jetsetlemming

    Dead Space afaik uses an EA internal engine that was made for a Godfather game.

    I thought that was Dead Space 1. Wasn't DS2 migrated to a newer engine?

  • dux
    • March 8, 2011 at 9:19 AM
    • #30

    Dead space 2 runs on the visceral engine

  • Froyok
    • March 8, 2011 at 12:21 PM
    • #31
    Quote from dux

    Dead space 2 runs on the visceral engine

    Haha

  • Jetsetlemming
    • March 8, 2011 at 12:59 PM
    • #32
    Quote from e-freak

    Dead Space afaik uses an EA internal engine that was made for a Godfather game.

    I thought that was Dead Space 1. Wasn't DS2 migrated to a newer engine?

    I dunno, but they made it pretty quickly, and it looks fairly similar to DS1.

    Also no Epic logo when you start it up

  • dux
    • March 8, 2011 at 1:07 PM
    • #33
    Quote from dux

    Dead space 2 runs on the visceral engine

  • Sentura
    • March 8, 2011 at 1:14 PM
    • #34

    http://en.wikipedia.org/wiki/Dead_Space_2

    surprised nobody has quoted this before.

  • Jetsetlemming
    • March 8, 2011 at 2:31 PM
    • #35
    Quote from dux

    Quote from the source of the wiki:

    Quote

    The 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:

    Quote

    EA 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.

  • Serenius
    • March 8, 2011 at 3:54 PM
    • #36

    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.

  • Zyn
    • March 8, 2011 at 5:43 PM
    • #37

    Ah, the famous IN-HOUSE ENGINE

  • Psy
    • March 8, 2011 at 7:07 PM
    • #38

    I knew someone would mention it eventually.

  • Orpheus
    • March 8, 2011 at 11:12 PM
    • #39
    Quote from Zyndrome

    Ah, the famous IN-HOUSE ENGINE

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

  • sarge mat
    • March 9, 2011 at 12:03 AM
    • #40

    http://uk.pc.ign.com/articles/115/1154344p1.html

    Its out tomorrow with the March UDK

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