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U3 has better per pixel implmentation inside parallax maps and bump/nomal maps for radiosity effects. The shadow engine is basically the same precalculated vertex shadows. It's not real time i.e. inverted Z.
Whatever direct x of the time supports. Id, was the last hold out for a company that wasn't spoon fed graphics technology from microsoft.
Source already has parallax mapping. (I think it was in the CS:S beta and testmap) If the engine can handle PS2.0, it can do parallax mapping/virtual displacement mapping/offset bumpmapping.
I think it has something to do with the engine how many textures it can display!
however Doom3 has made the mistake of using low quality models and textures for DX8 and because there is no system or Card that can truly appreciate some of the DX9 stuff implemented it doesnt look that great.
It shows the sheer lack of a clue that so many people have and yet they still post...
Doom3 IS a DirectX engine, its supports it, therefore it is and Doom3 supports DX8 - DX9.
OpenGL cannot match anything like DirectX9 at the moment and Half-Life2 is also using a DirectX engine.
Therefore in this argument since Doom3, Source and Unreal 3.0 are the leading FPS engines at the moment and all support DX its quite valid to use it in the example.
If Doom3 was made to draw upon Glide over DirectX then its losing the battle already.
and like stated. Unreal 3.0's pretty asthetics are due to DirectX9, and what makes them models looks soo good is the high polygons, multi-layered skins with opactiy values and great texture and lighting.
Half-Life2 models have multi-layered skins and different opacity levels already and Vampire the Masquea...whatever, uses Nvidia's new Shaders and also some of the lighting and shadow effects which unreal 3.0 is boasting.
From what I've seen so far Source doesn't have parallax mapping out of the box, but I'd be shocked if the renderer for Source couldn't be modded to just bind an extra shader to a surface. (Btw, kudos on knowing the three different names of the effect!)
Daiceman9 said:I woudn't be supprised if seprate "physics cards" came out, kinda like how vid cards first got started, they were getting too intense for the cpu to handle and needed something else to calculate them.
http://xbox.ign.com/articles/377/377164p1.htmlneptuneuk said:if a game sucks... throw in some pr0n and no1 will notice how bad it is!
it worked for duke nukem....
Doubt away. The rest of us know better.Kotik said:I really doubt you can update the source engine this far:
http://www.unrealtechnology.com/screens/p_beast.jpg
http://www.unrealtechnology.com/screens/p_embry1.jpg
:upstare:
It looks no different.Got any screens of that? You have successfully obtained my interest
Nothing more to add.Wildhound said:Valve have already stated that HL3 will be on Source. Probably updated in many ways, however.
ailevation said::dozey: I think it's safe to say that the Source is better than the Unreal 3 engine. Well, most likely be better sooner or later.
Petabyte said:Um, its not a stunt, its a game engine
Pi Mu Rho said:Yes, it's a game engine that currently has no games available using it. Epic's unveiling of the engine this early was purely a PR stunt
Pi Mu Rho said:Yes, it's a game engine that currently has no games available using it. Epic's unveiling of the engine this early was purely a PR stunt
shad3r said:their shadow algorithm renders the model from the (brightest?) lights perspective to a texture, then projects that texture onto nearby BSP surfaces - prolly projects models Bbox away from the light to determine which surfaces.
it ignores moving entities, only checks BSP surfaces in map file, so if the bridge is dynamic, shadows go straight thru it.
HL2 does use parallax. U3 also uses parallax.
HL2 uses a method for creating radiosity bubbles around the models. This was stated a long long time ago, yet everyone said it wasn't possible to have r2r. They also said it wasn't possible to have realtime hdr also. U3 uses a method to create RtR effects on their models, i'm not sure what the method is for either to create those. It is clear that U3's r2r method on the character models interacts alot better on the per-pixel level than HL2's. Does this clearify what i stated to you?
As for your comment on precalculated shadows, you don't understand. The light sources are precalculated, FOR the projected shadows. That is very much unlike inverted Z(known as ZFail or carmacks reverse, shadow volumes method), which is what doom 3 uses.