Unreal Engine 3: "Under The Hood" technology trailer

The features currently in Unreal Engine 3
westysays...

>> ^spoco2:

It's videos like this that make you wonder why you'd ever write your own engine... but then I guess that's kind of the point of the video.


to negate the 200,000k licensing fee also its still the case that unreal teck can be a pain to work with, with core updates braking old code. I also dont think its grate for a whole company to be hostage to another developer that has no investment in them .

I think having your own engine as a company is/can be a really sweet place to be but obviously depends on your resources and types of games you make . I think that adopting an existing engine that has core elements you need for the games you make and then gradually changing it into your own engine is the best lest risky route.

I find that devs that just use the core tool set and don't change an engine end up with games that often feal and look very similar , there were a whole dirth of Unreal engin and Q3 games that feal like mods rather than indavidual games.

What is really nice though is that Frost bite engine really provides the full package , amazing net code very good optimization cross platform , and fantastic graphics in my opinoin interms of Function and game play frost bite is far more Superior to unreal teck , sure unreal by default definitely looks better and can graphicly do more but thats not realy the main piont of games and you can artisticly fudge / hide allot of the stuff shown in these demo vids.

Sylvester_Inksays...

Westy hits on some good points. The reason so many games end up looking so similar is that the developers are constrained by the code and examples of work they see done with engines like this and as a result they don't explore the engine further to make the game their own. There are some exceptions. The Quake engine was notable for powering games like American McGee's Alice (which looks great to this day), the Star Trek: Elite Forces games, and the Star Wars: Dark Forces/Jedi Knight games. So developers can definitely come up with some unique looking games, but the have to spend time learning and understanding the engine they're using, and with all the extensive stuff in modern game engines, it could end up being a lot more work than just writing your own game engine (even if it doesn't look quite as fantastic.)

Deus Ex, which is my favorite game of all time, displays the weaknesses of this method. Because the developers were so reliant on another team's engine, they had to hack a lot of the stuff into the game to get the results they wanted. As a result, the game sometimes felt a tad clunky. (But it's still the best game evar!)

But the most important thing is that graphics like this don't make a game better. I was recently talking to a buddy and comparing the original Unreal Tournament from 1999 to UT3. While UT3 is a gorgeous game, it's just nowhere near as fun. It's distracting in fact. To me the old graphics are more appealing because I can see what I'm doing.

The point of all this is that while a tool like this can be a boon to developers in some areas of game creation, there are just as many detriments that can have a negative effect on a game that could be better done by the developers writing the engine from scratch.

bcglorfsays...

>> ^AeroMechanical:

Those first sequences with the grissly guy and the cyberpunk cityscape are pretty damn impressive. Probably five years away until we get something like that, but damn, that will be cool.


This is rendering on current pc hardware in real time, right now. Unless you are referring to the time needed for a team of artists to put together enough such content for a full game. The technology today can do this, it's just a matter of getting the artists to put it together now.

AeroMechanicalsays...

Perhaps five years is a little long, but there is a big difference between what is technically possible on the cutting edge and what is feasible for a commercial game. The rendering in the video is going at most 15 fps, on what is probably cutting edge hardware. If we want a game to run at 30 fps, we're going to need hardware twice as fast. So in two years you'd be able to run that on the highest end hardware at playable frame rates.

That's the way tech demos have always been.

>> ^bcglorf:

>> ^AeroMechanical:
Those first sequences with the grissly guy and the cyberpunk cityscape are pretty damn impressive. Probably five years away until we get something like that, but damn, that will be cool.

This is rendering on current pc hardware in real time, right now. Unless you are referring to the time needed for a team of artists to put together enough such content for a full game. The technology today can do this, it's just a matter of getting the artists to put it together now.

solecistsays...

>> ^entr0py:

"iOS:Android:NGP"
Why doesn't the 3DS get any love? It's got to be more powerful than any Android phone on the market.


i don't know about android phones, but even my iphone 3gs has like triple the processing power and quadruple the memory of a 3ds.

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