Unreal Tournament 2K3 Gets Software Renderer
Thanks to an anonymous reader for pointing out that the official Unreal Technology page has been updated with a software renderer for Unreal Tournament 2K3. This is an interesting step for those gamers with fast CPUs but inadequate 3D cards. The Pixomatic technology powering it was co-developed by Michael Abrash, John Carmack's right-hand man during the development of Quake, and a famous programmer and writer (at Microsoft and elsewhere) way before then.
Who has a fast enough CPU to run this game, but *doesn't* have any kind of 3d accelerated video card. That kind of userbase must be incredibly small. I'm struggling to come up with any kind of user who would want to play this that wouldn't have at LEAST a TNT2 or GeForce. And a GeForce2 can be had for what, $20? Less than the price of the game. Please tell me who this is for.
Of course maybe there's a more important reason for the software renderer, but I'm not going to read the article for fear of being proven wrong.
"Moderate drinking can help prevent amputated limbs" -- Abigail Zuger, NYTimes, 12/31/02
buzzwords are fun. does it also have BLAST PROCESSING?
"Life is great; without it, you'd be dead." -Harmony Korine
A software renderer means that the software will still run, whereas the hardware we have right now will be gone.
-WolfWithoutAClause
"Gravity is only a theory, not a fact!"Despite the claims this has no use, my work laptop has a nice fast Pentium 3 in it, and a crap vidcard. I'm sure I'm not alone.
I'd really like to see an Athlon XP 3200+ go up against a Pentium 4 3.06GHz in software rendering. Usually, when a new proc comes out, everyone benchmarks it combined with a top-of-the-line video card. I've never seen the point of that. Why not use a software renderer to see how truly fast the CPU is?
Quality or Quantity, don't tell me they're the same.
is that the UTV client will be done in a couple of weeks allowing virtually unlimited spectation of matches with only one "cameraman" in the server.
also Epic has said the next patch will break network compatibility with older servers/clients, but will also reduce client bandwidth requirements by 40% and server CPU utilization by as much as 50%... pretty crazy if true. Interesting they would break network compatability given that they are releasing the next iteration (UT2004) this fall, but if we get those kinds of benefits it would be well worth it. Good servers are in short supply unfortunately, in part because of their high requirements.
The Epic boys have been quite busy. I have to say I was extremely dissapointed with the buggy nature of UT2003 at release, but they have truly gone above and beyond the call of duty with these mega beefy patches and free content and extras like software rendering for example. Hopefully the 2004 release (backwards compatible with 2003 servers) will reinvigorate the online community for this franchise...
The only reasons I could think of that they'd want to write their own would be:
- They wanted to optimize for the only the operations they use. Their renderer performs no lighting calculations, for instance.
- They can optimize for a specific operating system and processor. They use MMX instructions, for instance.
But that's about all I can come up with. And the compiler should optimize things for a given processor.Anyone have any other ideas why they decided not to go with Mesa?
50 FPS is bad somehow? You're a liar if you say that 50 FPS is either unplayable or noticeably flicker- or stutter-ridden. This is terrible FPS? (Five, yeah, but anything over 30 or 40 isn't unplayable, and 50 is definitely playable.)
Go back to your bridge, troll.
Mikey-San
Karma: +Eleventy billion (mostly affected by watching Celebrity Jeopardy)
Most cheap PCs available at Dell or BestBuy come without an AGP slot and with Intel integrated graphics though have extremely powerful CPUs. The software renderer is aimed for folks with those machines.
-- Daniel, Epic Games Inc.