Advertisement

the Unreal 2 Engine and the offical press posts

Started by January 24, 2001 02:26 PM
7 comments, last by phueppl1 24 years ago
Hi there! I just read a few things on voodoo extreem about the Unreal 2 Engine. Now I ask myself what they mean by diffrent definitions: ------------------------- 8 000 000 terrain triangles / s now, does that mean: A) that 133.000 triangles are on the screen? B) only part of them is actually drawn, the rest is culled and so on? C) None of the upper 2. -------------------------- They now got support for ASE file loading. A) Are they trying to fool me? Every little kid knows how to write and ASE loader. B) They''re counting the nr of features. C) They''re bored. D) They just found fscanf in the MSDN. ------------------------ Hardware Brushes. A) Nothing new, Vertex Buffers. B) Display lists. C) Both -------------------------- Level Size: and integer for the terrain heightmap. that means: 65535 * 65535 * 2 byte (16bit) = 8589672450 -> about 8 GB of memory just for they heightmap, even if you cache it from disk.... A)hmm... I don''t think so, correct me if I''m wrong. B) Sure, don''t you do that everyday? C) *running down to the store for some extra memory* :p D) nice Engine! --------------------------- Ok, ok, a few ones weren''t that nice. but ok, what I mean is, does this all fit into reality? On what kinda Cray supercomputer will it run smoothley? Thx for the answers... cya, Phil Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )
Where ''bouts is Voodoo Extreme site again?

My answers would be:

1. B
2. B & C combined
3. C - maybe something else as well
4. D!

Although for .4. I''d expect that they store a low res model and interpolate some parts - 2:1 ratio or something... Which would be fairly pointless (unless you used beyond linear interpolation), or they only load certain parts... and where did you get the 65535 value from (yes I know it''s the size of an unsigned integer), if they''re using an int they could quite easily just use 32767 of them or 10,000 or something...

Jack;


<hr align="left" width="25%" />
Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>

Advertisement
quote: Original post by jollyjeffers

and where did you get the 65535 value from (yes I know it''s the size of an unsigned integer)


Actually, it''s the max. limit of an unsigned short.
Unless you''re stuck with real mode DOS or Win16...
quote: Original post by phueppl1
8 000 000 terrain triangles / s

now, does that mean:
A) that 133.000 triangles are on the screen?

B) only part of them is actually drawn, the rest is culled and so on?

C) None of the upper 2.


At 60fps, yes that is ~133000 tris/frame. If we go on common marketing garb, then this will be an absolute maximum figure with a lot of those tris probably culled and never drawn. Similar to PMPO in audio systems. PMPO (Peak Maximum Power Output) is always far over-rated, while RMS is a more real-world indication of actual power output.

quote:
They now got support for ASE file loading.

A) Are they trying to fool me? Every little kid knows how to write and ASE loader.

B) They''re counting the nr of features.

C) They''re bored.

D) They just found fscanf in the MSDN.


ASE? Why the hell do they want to go with ASE format? For one, the file size is huge, takes far longer than comparable file formats to load in and is just not good.

quote:
Hardware Brushes.

A) Nothing new, Vertex Buffers.

B) Display lists.

C) Both


Refer to marketing garb again.

quote:
Level Size: and integer for the terrain heightmap.

that means: 65535 * 65535 * 2 byte (16bit) = 8589672450
-> about 8 GB of memory just for they heightmap, even if you cache it from disk....

A)hmm... I don''t think so, correct me if I''m wrong.

B) Sure, don''t you do that everyday?

C) *running down to the store for some extra memory* :p

D) nice Engine!


With fractal terrains, you can store the entire terrain as one 4-byte integer. Maybe that''s what they meant?

quote:
Ok, ok, a few ones weren''t that nice. but ok, what I mean is, does this all fit into reality? On what kinda Cray supercomputer will it run smoothley?


Sounds a whole lot like marketing garb to me.

quote:
Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states


But there are kangaroos here in Australia.

Steve ''Sly'' Williams  Code Monkey  Krome Studios
Steve 'Sly' Williams  Monkey Wrangler  Krome Studios
turbo game development with Borland compilers
ok, thx for your answers :p

but the thing with the fractal terrain:

they say that you can translate each heightmap pixel in the leveleditor by mouse (in the 3d view), I don''t think that''s too hard to do. just quite some maths behind it ;o) hehe.. So, I don''t think they''re using fractal terrain.

Well, we''ll see!

cya,
Phil

Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )
I''m an Unreal FANatic.
Basically I''m seeing a race between the guys at id and Epic at who can make the largest playable maps possible. With the Quake3 1.27 PR & Team Arena, maps for THAT engine have been allowed to become massive. For instance, the LARGEST shipped DM map(DM12) could fit inside the canyon on the smallest terrain map(mpterra1); similarily, the LARGEST shipped terrain map(mpterra2) is only a pinprick compared to allowed sizes.
The next release build of the Unreal Engine will run on nothing less than a GeForce/Radeon level card....but by the time that it comes out, those will be upper-end budget cards....
And the map sizes are for MAXIMUMS, i wouldn''t expect to see any playable maps that big. Expect it to run on approximately a Geforce/Radeon, 128 RAM, probably 700-800MHz.



-Ryan "Run_The_Shadows"
-Run_The_Shadows@excite.com
"Doubt Everything. Find your own light." -Dying words of Gautama
Advertisement
I doubt they''ll be aiming quite that high... They''ll get crucified in the media if the minimum on-the-box specs are above 500Mhz... Sure we all know that the minimum specs will never be enough, but whilst most games are listing 300Mhz/266Mhz still that much of a jump would not be clever...

they''ll just add in detail options and so on that''ll allow it to be played on low-end computers; even though the developers would much prefer you played it on a 700Mhz Athlon Thunderbird with GeForce 256 graphics (or above) - which is fine by me as this is what I have...

btw, where is this voodoo extreeme website? - the links section on this site isn''t brilliant

Jack;

<hr align="left" width="25%" />
Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>

http://www.voodooextreme.com/articles/latestunrealenginenotes.html

http://www.voodooextreme.com/articles/thestateofunreal.html


enjoy ;o)
cya,
Phil


Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )
cheers;

Lookin'' now...

Jakc;

<hr align="left" width="25%" />
Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>

This topic is closed to new replies.

Advertisement