Asuka
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ray_MAN said:My video card saw this and it skipped a beat.
Of course, UE2 didn't have the crazy normal mapping stuff. I think Epic Games (they're the developers, right?) at this point should rename the franchise "Real" since that seems to be the direction they're going.Iced_Eagle said:Heh to anyone who actually pays attention this shouldn't really be a surprise.
http://www.idvinc.com/html/speedtree_for_unreal.htm (at the top are screenies for Unreal Engine 2... bottom are UE3)
They had Speedtree with Unreal Engine 2 (with Unreal Tournament 2004) and of course UE3's rendering engine makes it look great But I would be surprised if they wouldn't have put in Speedtree...
StardogChampion said:I can't wait until someone makes a Morrowind type mod with this engine.
MuToiD_MaN said:Of course, UE2 didn't have the crazy normal mapping stuff. I think Epic Games (they're the developers, right?) at this point should rename the franchise "Real" since that seems to be the direction they're going.
All hail Real Tournament 2006!
Kebean PFC said:Meh, i think graphics are about as good as they are going to get, what they need to work on is realistic object interaction. (I.E, you shoot metal, and depending on what it is, you punch a hole in it, or it dents. That is what i want now, rather than better gfx.
If you think it's as good as it's going to get you're not very interested in 3d rendering technology, are you?Kebean PFC said:Meh, i think graphics are about as good as they are going to get, what they need to work on is realistic object interaction. (I.E, you shoot metal, and depending on what it is, you punch a hole in it, or it dents. That is what i want now, rather than better gfx.
OCybrManO said:EDIT: It will probably be at least decade before we start seeing all of those things (incredibly high-poly models and high-res textures, global illumination simulated with photon mapping, sub-surface scattering, fluid motion, dynamic deformation of rigid bodies, wind resistance, etc) in real-time. Who knows? Maybe PCs will have a chip/card dedicated to advanced math to aid in lighting and physics that will speed up the advancement...
OCybrManO said:Yes, in the next few years some games will start to use the destructible physics as seen in meqon 2.0 but it's not as advanced as the kind I'm thinking about and still with nothing anywhere near real fluid dynamics and advanced particle physics as used by professionals to make water effects in commercials/movies. They will most likely have something like a more advanced version of the meqon demo of ripples on the water's surface... but that's nothing special. I think I got something like that with a demo of my old GeForce 4. Oh, I forgot about hair simulation, too. That's a really tough thing to get right. Look at 3D Mark 03... the hair looked like crap in the troll cave demo.
Yes, faked (still dynamic but not totally accurate) SSS is possible in real-time on DX9 hardware.
Yes, if you limit it to just simplified caustics, photon mapping can be done in the general area of real-time on extremely simple scenes, usually with only a single light, and with a relatively low photon count. In a few years it would still probably take several minutes, at least, to render a complex scene (with lots of objects, several lights, and a polycount in the millions) worthy of a next-gen game with full GI and caustics.
What I'm saying is that making one aspect of a game true to life would take so much of a sacrifice in other aspects of the game that we won't see all of the advanced features in one engine... being used at the same time... at a realistic (as in "like real life" not just "better than current games") level of detail for quite a while. It's going to be baby steps in each field until it reaches a point where it's impossible to distinguish screenshots from photographs. Either I'm underestimating the development of PC technology or you're underestimating the complexity of real life.