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Well thats your own opinion and you will find that more people then not think HL2s eye candy is very impressive.IchI said:But this doesn't mean that the engine still isn't crap in terms of eye candy. The End...
El Cid said:I'd just like to know what other "major" FPS's he was talking about that are using the Doom3 engine(other then RTCW2). Almost all "major" FPS's HAVE THERE OWN engine.
Todd Hollenshead says, engine licensing accounts for 20% of id
Software's revenue.
Eywanadi said:... so I find it hard to swallow that ID is in it to make engines only.
Neutrino said:Who said that?
Eywanadi said:All I said was the Doom3 engine is 90% of the way to what was shown in the Unreal3 engine movie at E3. Sure it may not be exactly 90% but it is close. The only things U3 has that D3 does not is virtual displasment mapping, multiple cube maps for soft shadow effects (BTW it is a hack and only one shadow from that light can be soft shadowed and even then it has to be a 2d image and not a 3d object.) and HDR lighting ... but that may be allready be in D3.
Face it people ID software was the company that was inovative and re-defined the way games are built not Epic not Valve. It has allways been this way so is anyone really surprised that it happened again?
Zoorado said:Well, looks like DOOM 3 now has soft shadows.
And they already look more impressive (softer, smoother, and more realistic) than those in the released UE 3.0 screens, at least IMO. If the soft shadows in DOOM 3 are fully dynamic, per-pixel accurate and unified across the gameworld (which I think it will be), then there's no doubt it blows the next-gen Unreal Engine out of the water, in terms of shadowing techniques.
Robert Duffy mentioned in the PCGamer article that the DOOM 3 engine contains extremely advanced features that no current hardware can render at acceptable framerates, making the engine and the game looks more future-proof. I guess dynamic soft shadowing is probably one such feature.
There are definatly soft shadows in that image, or else you would have the same effect that new HELLKNIGHT wallpaper had on the model.Neutrino said:Lol, there aren't any soft shadows in that pic.
And it's not going to "blow Unreal 3 out of the water." Oh please, Unreal 3 is the next generation engine after Doom3. You can't even compare them.
Neutrino said:Lol, there aren't any soft shadows in that pic.
Neutrino said:Lol, there aren't any soft shadows in that pic.
And it's not going to "blow Unreal 3 out of the water." Oh please, Unreal 3 is the next generation engine after Doom3. You can't even compare them.
Neutrino said:Where the heck are you people seeing soft shadows? If your referring to the shadowing on the character model, that's not soft shadowing. Soft shadowing would be if the shadow cast by the character were soft.
Zoorado said:Totally wrong.
Neutrino said:Please enlighten us then. Sources would be helpful too.
Zoorado said:Soft shadows are shadows with soft and fuzzy edges. It doesn't matter who or what cast them. Look at other DOOM 3 pics or screenshots. The self-shadowing looks good, but notice that they are always hard-edged. This shot of the DOOM marine is different, in that all the self-shadowing involves soft shadows. In fact, like I mentioned in my previous post, the marine himself does cast a really soft shadow on the right side of the wall (look closely and you'll see).
Furthermore, the UE3 was demonstrated on a 6800 Ultra with smooth framerates, whereas Robert Duffy, in his interview with PCGamer, said that DOOM 3 contains graphical features that no current hardware can support reasonably yet (more details in the upcoming official FAQ). Well, like most engines evolve over time, I guess id merely pre-empted the evolution and incorporated addition state-of-the-art features into the DOOM 3 engine.
Finally, soft shadowing and self shadowing are not mutually exclusive. But if you insist that it is, well, I've nothing more to say.
^Ben said:The UE3 demo was not smooth.
In tight corridors with a small draw distances it was smooth. In the outside levels it was low FPS.
You cant really tell if that is him casting the shadow and it's still not actually soft. (JPG compression anyone?)
If you look just under his arm where the bumpy bit is on his wrist that is a hard edged shadow right there.
Also how did they manage to slink in soft shadowing within a tiny time frame of the last official media coming out.
And why isnt there a big media thing going on?
Neutrino said:I still maintain that it's not going to have true soft shadowing. Also, soft shadows are not just "shadows with soft and fuzzy edges". That's just a blurred shadows. A soft shadows changes that amount of "fuzziness" over distance.
I just don't see anything in that pic that really shows soft shadowing. Plus you can't discount the fact that the shadows in the latest movie aren't soft.
Also I am getting pritty sick of everyone...
I can proberly see it been the last game to use...
HL2 will be good, but the engine is the end of its kinda.
Snakebyte said:A friend and I have decided the best use of the U3 engine would be to make a third-person view dark/moody Diablo 3.
It would be beautiful.
Raziel-Jcd said:Diablo 1,2 are the worst games ever. NO SKILL AT ALL TO PLAY. BORING! At least thats my opinion.