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Posted

The lighting looks so much better than what I'm used to from Unreal, but maybe that's just the difference between what is done for a demo and what is done for a game in terms of artist effort and scene optimization.

Posted

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' :(

Posted

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.

Posted

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).

Posted

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.

Posted

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 :P

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. :)

Posted

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.

Posted

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.

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

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