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Unreal Tournament 2003, Now With More Ogg

Alizarin Erythrosin writes "Unreality is running an article today about a hands on preview of Unreal Tournament 2003. An interesting bit was on page 2, saying that Ogg Vorbis is being used to compress the audio for the game." A nice screenshot demonstrates some of the eye-candy.

10 of 181 comments (clear)

  1. wow that ogg looks great! by vipw · · Score: 5, Funny

    that's the best looking ogg player to date if you ask me. :)

  2. Serious Sam: Second Edition by Soul-Burn666 · · Score: 4, Interesting

    Serious Sam: Second Edition (SSSE) has used Ogg Vorbis for music. Seems like it's catching on!

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    ^_^
  3. Operation Flashpoint... by Skuld-Chan · · Score: 5, Informative

    Also uses Ogg Vorbis - except you never saw that as a headline on slashdot.org

  4. Benchmarks by kilocomp · · Score: 5, Informative

    Well it already seems slashdotted just after 2 posts. Anyway Anandtech.com has a sub $200 video card shoot out and one of the benchmark test is using the Unreal 2003 engine. So if you are in the market for a new video card and plan on making Unreal 2003 a major game played on the card check out this site:
    http://www.anandtech.com/video/showdoc.html ?i=1608

    Nick

  5. Better sceenshots by spike+hay · · Score: 4, Informative
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    If you don't understand any of my sayings, come to me in private and I shall take you in my German mouth.
  6. Divx downloads of UT 2003 LAN game by pcmills · · Score: 5, Informative
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    Ask Slashdot - google for stupid people.
  7. The moral of the story: by jimbolaya · · Score: 5, Funny

    Use Ogg, get free advertising on Slashdot.

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    There ain't no rules here; we're trying to accomplish something.

  8. Re:I have a silly question by RelliK · · Score: 5, Insightful
    Why would you want to have any sort of audio compression taking up CPU cycles in a game that is so processesor depedent?

    1. Any recent FPS is not CPU-limited. It is video card-limited. (Except for really low resolution, color depth, and detail, but nobody plays that any more).

    2. On modern CPUs, MP3s take about 1% - 3% load to play. I expect ogg to be similar.

    In short, CPU usage is a non-issue.

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    If you think big enough, you'll never have to do it.
  9. Consumers use MP3 because it has integer decoders by yerricde · · Score: 5, Insightful

    Perhaps this will encourage the semi-tech crowd (the casual gamer type mostly) to use Ogg, and it may filter down in to the main populous who mainly uses mp3 right now.

    People still use MP3 because there are pocket-sized MP3 players, and there are pocket-sized MP3 players because efficient MP3 decoder software that uses fixed-point (integer) arithmetic is widely available. The reference Vorbis decoder still uses floating-point arithmetic, which common ARM microprocessors cannot do in real time.

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  10. Re:I have a silly question by ryanvm · · Score: 4, Insightful

    Why would you want to have any sort of audio compression taking up CPU cycles in a game that is so processesor depedent?

    For one reason - on 3D games the video card is usually the bottleneck.

    standard CD audio can be read off a disk with next to no CPU usage

    Right, but at 10MB/min for CD audio it takes up A LOT of space that could be used for textures, models, levels, etc. A half hour of music would waste half the space on a CD.