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Unreal Engine 3.9

  • Seldoon182
  • March 4, 2011 at 9:49 PM
  • Kedhrin
    • March 9, 2011 at 6:28 AM
    • #41

    it was nice.. but yeah, definitely more art than tech. A night time scene is always a great way to show off lighting technology. The big thing they have thats super awesome is the ability to control the way the DOF controls the lights in the distance (the shapes, which mimic the hardware in the camera). And of course, the backing of the raw power of the UE3 toolset always helps! Glad to see them finally jump on the deferred lighting bandwagon... but as stated, yeah it was on a beast 3-SLI machine in there... but still, doesn't mean you cant get crazy!

  • Warby
    • March 9, 2011 at 9:29 AM
    • #42
    Quote from Orpheus

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

    löl

  • Gloglebag
    • March 9, 2011 at 10:10 AM
    • #43

    Wait didn't UE3 have deferred lightning form the beginning, which is why it didn't have AA in dx9?

    And I thought it was very optimized for dynamic since it only had those until lightmass?

  • 2d-chris
    • March 9, 2011 at 11:09 AM
    • #44

    no it didn't ;P it had forward lighting (several methods) and lightmaps

  • Seldoon182
    • March 23, 2011 at 12:16 PM
    • #45

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  • Warby
    • March 23, 2011 at 12:37 PM
    • #46

    still nothing but pure love just this time love in hd ^^

  • Seldoon182
    • March 23, 2011 at 1:44 PM
    • #47

    Can't w8 the 3d version!

  • Minos
    • March 23, 2011 at 2:10 PM
    • #48
    Quote from Seldoon182

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    [Blocked Image: http://i.imgur.com/zz0RY.jpg]

  • Minos
    • March 23, 2011 at 2:16 PM
    • #49

    I don't get Epic. The Unreal 3 tech demo from 2005 looks so much better and compelling than anything else they have done since then:

    [Blocked Image: http://pcmedia.ign.com/pc/image/article/515/515431/unreal-30-engine-screens-20040513083736063.jpg]

    [Blocked Image: http://pcmedia.ign.com/pc/image/article/515/515431/unreal-30-engine-screens-20040513083757453.jpg]

    [Blocked Image: http://pcmedia.ign.com/pc/image/article/526/526179/new-unreal-engine-3-views-20040624041530573.jpg]

    [Blocked Image: http://pcmedia.ign.com/pc/image/article/526/526179/new-unreal-engine-3-views-20040624041521104.jpg]

    If they had kept that art style for GOW it would have been the best looking console game for quite some time I bet.

    But instead, they gave us this:

    [Blocked Image: http://pcmedia.ign.com/pc/image/article/824/824946/gears-of-war-20071003095635080.jpg]

    I'd really like to know what happened between the tech demo and GOW.

  • deceiver
    • March 23, 2011 at 2:23 PM
    • #50

    Optimization for the consoles? And post-processing and fog lol? iono.

  • dux
    • March 23, 2011 at 2:30 PM
    • #51

    All those tech shots were on the PC.

  • Minos
    • March 23, 2011 at 2:31 PM
    • #52
    Quote from deceiver

    Optimization for the consoles? And post-processing and fog lol? iono.

    Don't give me that shit. The problem is not texture or mesh resolution, not even lack of AA or full dynamic lighting on consoles, but stupid post process filters and bland lighting.

    The tech demo is actually from 2004. It's from 7 years ago and still looks impressive:

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  • Serenius
    • March 23, 2011 at 3:54 PM
    • #53

    Yeah, GoW1 has some really weird lighting schemes. 40%-50% desaturation, cranked up mid-tones, and a bajillion point lights that turn into a giant brown and gray washed out mess most of the time.

    It's actually quite pretty when you turn off the desaturation and looks more like the much improved lighting in GoW2. Must have been an art direction thing.

  • Thrik
    • March 23, 2011 at 3:57 PM
    • #54

    I recall UT3 having the same nonsense. Game looked absolutely disgusting on the PC even when maxed out IMO.

  • Mazy
    • March 23, 2011 at 4:10 PM
    • #55

    I kinda agree with what you're saying Mino, but I'm still surprised at how tame that looks compared to how impressed I was by it back then.

  • Warby
    • March 23, 2011 at 4:34 PM
    • #56

    yeah i think in gears of war it all got ruined by:

    1) downsampling the textures

    2) than compressing them

    3) than baking a lightmap that is about 4 times too lowres (also normalmaps only pop with dynamic lights not with lightmaps ! )

    4) and than adding that horrible dof filter (seriously worst in the business ! )

    5) and to finish it off another desaturation postfilter.

    this should become a text book example of how to ruin the look of your game !

    that said i am still font of this shot all the other ones i agree look kind of lame:

    [Blocked Image: http://pcmedia.ign.com/pc/image/article/526/526179/new-unreal-engine-3-views-20040624041530573.jpg]

  • Thrik
    • March 23, 2011 at 4:45 PM
    • #57

    Hah yes Mazzle, it's interesting how back then those shots literally blew my mind, whereas now they just look normal/expected.

  • dux
    • March 23, 2011 at 4:52 PM
    • #58

    We are now desensitized to normal maps!

  • Minos
    • March 23, 2011 at 7:19 PM
    • #59

    I still think that looks much better than a lot of triple A games coming out recently! (Art direction wise)

  • Sentura
    • March 23, 2011 at 8:59 PM
    • #60
    Quote from Minotauro

    Don't give me that shit. The problem is not texture or mesh resolution, not even lack of AA or full dynamic lighting on consoles, but stupid post process filters and bland lighting.

    The tech demo is actually from 2004. It's from 7 years ago and still looks impressive:

    External Content www.youtube.com
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    so... you're saying that their level designers are awful?

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