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Unreal Engine 3

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  • Unreal Engine 3

    'nuff said

    BTW: America Army will use it too in future versions.

    Visual Features

    * 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
    * Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
    * Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for three shadow techniques:
    o Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
    o Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
    o Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
    * All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
    * Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by Maya.
    * The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.
    * Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
    * Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
    * Volumetric environmental effects including height fog and physically accurate distance fog.



    Needles to say no current vidcard can handle it.
    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
    Then why call him God? - Epicurus

  • #2
    Some pictures for the lazy.
    Attached Files
    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
    Then why call him God? - Epicurus

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    • #3
      2
      Attached Files
      Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
      Then why call him God? - Epicurus

      Comment


      • #4
        3
        Attached Files
        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
        Then why call him God? - Epicurus

        Comment


        • #5
          4
          Attached Files
          Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
          Then why call him God? - Epicurus

          Comment


          • #6
            5
            Attached Files
            Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
            Then why call him God? - Epicurus

            Comment


            • #7
              and last
              Attached Files
              Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
              Then why call him God? - Epicurus

              Comment


              • #8
                Sweeeeeeeeeeeeeeeet

                Of course the artists have to work harder than ever now

                -Jam
                1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                Taht 'ventisular link be woo to clyck.

                Comment


                • #9
                  I can`t believe it!
                  SMAC/X FAQ | Chiron Archives
                  The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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                  • #10
                    That looks absolutley gorgeous...
                    Play hangman.

                    Comment


                    • #11
                      Impressive.

                      I think it's the textures or 'skinning' that really makes it shine, however. It actually reminds me of the infinity engine games that use really high-res artwork, only applied to a 3d mesh.


                      Not to trivialise the lighting and polycount, ect... but those are just more subtle.
                      Rethink Refuse Reduce Reuse

                      Do It Ourselves

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                      • #12
                        it looks fantastic but really doesn't seem a massive leap except in the textures. i think i read somewhere you need a video card with 512mb or 1gb or ram to run it with full textures... it just seems like diminishing returns for me lately in regards to graphics. i hope with this next generation graphics will come to more of a stand still and gameplay will be the defining property of a game.
                        Eschewing obfuscation and transcending conformity since 1982. Embrace the flux.

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                        • #13
                          I've seen too many jaw-dropping tech demos turn out to be disappointing final products to get excited about this one. Those pictures sure are pretty, though.
                          If I'm posting here then Counterglow must be down.

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                          • #14
                            Wow, looks awesome.

                            Comment


                            • #15
                              Nothing on particles, mists, droplets, etc.?
                              (\__/) 07/07/1937 - Never forget
                              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                              (")_(") "Starting the fire from within."

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