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Unreal Engine 2011: Official Features Trailer

Soldato
Joined
7 Dec 2010
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Prepare for the future of gaming graphics with the new Unreal Engine 2011. Take a look at this amazing trailer which shows the features of the new video game engine.

 
I dread to think what the system requirements will be when thats released. Yet some people call hardware at the moment "overkill" ¬_¬
 
Dunno about better but personally I prefer the look and "feel" of Cry Engine 3, unreal engine still lacks visual subtlety IMO, regardless of the game developer direction depth mapped textures scream "bump mapped", specular levels are always ramped way up, meshes look "puffy" and exagerated and so on works for some games I guess but overall I'm not a fan.
 
What games used the Unreal 2 engine ? (Yes, 2). I recall how good the first Unreal engine but just cannot remember anything about the second.
 
Ah yes. Samaritan tech demo. If they really optimised PC games and worked hard at it bet this could run on 1 GTX 580 insteaad of 3.
 
Doesn't matter how it looks, so long as it looks okay. Unreal is streets ahead of other engines in terms of tools. Same thing happened with idtech as will Cryengine, it's a pain in the arse to build a game against and costs lots of money in lost productivity. Licensing costs for ID Tech were pants on head retarded also.
 
Cry Engine 3 is pretty advanced in terms of tools compared to earlier versions and likewise idtech5 has a pretty advanced development suite these days.

Quite like the real time cave building as shown here: http://www.youtube.com/watch?v=d-7ME7rkAkQ#t=2m16s :D

That looks better than it was, but it still looks like marketing - nobody works like that. UT is hooked up into actual workflow artists and designers use. Last I checked ID tech required the artists to have a postgraduate degree in mathematics to use. Unreal tech had much simpler licensing costs too, fixed fee plus some percentage. IDTech was expensive, then you had to GPL game after 37 months or some such madness. The other thing was Epic had put in place a proper support structure for licensees, ID or such may have been more personal, but it wasn't guaranteed response.
 
Not sure where your getting "Last I checked ID tech required the artists to have a postgraduate degree in mathematics to use" from, I've done development on projects using id engines from quake 2 onwards and if not the most professional pipeline its fairly simple, personally I'd take the original incarnations of radiant over unrealed any day.
 
Not sure where your getting "Last I checked ID tech required the artists to have a postgraduate degree in mathematics to use" from, I've done development on projects using id engines from quake 2 onwards and if not the most professional pipeline its fairly simple, personally I'd take the original incarnations of radiant over unrealed any day.

So it was an exaggeration. Did a proof of concept maybe 5-6 years back, the designer got badly stuck with the workflow, we double checked it with another designer from another studio and same problem. Was too much a stretch to get them to learn a new tool instead of Max and a load of command line tools.
 
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