Today's Hardware on Tomorrow's Games
GweeDo writes: "Anandtech has gotten their hands on a recent build of the Unreal Engine to give today's hardware (Geforce 3 ti's and upper-class Radeons) a run for the money to see how they will do on tomorrows games. The article is here and quite a good read ..."
However, you can put all the greatest graphics in the world, but if you don't add something interesting in terms of the game itself (plot, gameplay (both single and multiplayer), etc), then all you've got is a pretty looking game that no one is going to buy. And too many of today's games are just that; there hasn't been anything 'different' in the FPS arena since Half-Life, Deus Ex and No One Lives Forever, Diablo 2 in terms of RPGs, and so forth. There's only two interesting areas of games that I've seem them take great steps above their predecesors as to make them different; first is the X4/real-time strategy games such as Black & White and the recent Dune title, which are now combining good 3d engines with good gameplay (though Myth would be the first real entry in this catagory). The other is the simulation area: recent entries of games like Startopia combine the graphics and a rather detailed but playable ruleset to make a good game.
So while the hardware makers keep pushing out better cards capable of running all the graphics effects today, the game makers seem to be too tied up in taking advantage of that and not of improving the underlying game itself. I'm hoping that we hit a plateau in the graphics card ability, as once that is hit, then the game makers will turn back to the game since they can no longer optimize the pretty-ness of the game itself.
"Pinky, you've left the lens cap of your mind on again." - P&TB
"I can see my house from here!" - ST:
Show of hands here, who actually wanted to SEE pics of the new engine in action?
What's the point of saying 'Gee these are really nifty in this demo' if we've got no visual point of reference?
A major part of a GPU benchmark is how well the display _appears_
"Draco dormiens nunquam titillandus."
I work at one of the many companies that license Epics Unreal technology and I can tell you something of what is happening with the engine compared to the older titles like Unreal and Unreal Tournament.
:-)
There are a LOT of rendering improvements. The new renderer depends heavily on the GPU to offload the triangle rendering from the CPU. There are new primitives dubbed in the engine that are there to explicitly call for GPU support and render very, very fast.
This is why most games based on the new engine is going to have a lot more polygon detail and can use these rendering primitives to step up from blocky, repetitive levels to much more realistic environments with more depth.
Terrain is done in a similar manner, and the editor tools allows you to paint and modify the terrain in realtime preview. Multiple layers are allowed and you can control the blending in many ways.
A lot of other small improvements are in as well, such as texture compression, native skeletal animation, advanced particle systems, render anti-portals (for manual occlusion specification).
And the thing runs in very acceptable FPS
(sorry about being an AC but I don't want to be pinned to the wall and shot for saying anything I shouldn't have)