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| | #1546 (permalink) | |
| Am I pissing you off fafa? Join Date: Aug 2003
Posts: 875
| Quote:
Anyways back in the old beta boards, it was common knowledge that the Unreal Engine was tweaked heavily and they have been using some Unreal 3.0 code aswell on the 2.0 code base.
__________________ Jedite Neshtal , Paladin Vanguard(HillsBury) ,EQ2 (Faydark) Disturbed ,EQ1 Tarrew Marr (R.I.P), Hunter LOTRO Vestal Paladin WoW(Eoner), Conqueror AOC(Zug) | |
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| | #1547 (permalink) | |
| Registered User Join Date: Nov 2003 Location: Los Angeles
Posts: 355
| Quote:
The Doom 3 Engine CryEngine 2 Unreal Engine 3 Source Those can be bleeding edge if you get into all of their features. One problem is what they are trying to get UE2 to do. You can prop it up with a high end PC but in the end a different engine could get similar results with much less hardware. Another problem is their art assets, quite frankly, stink. There is way too much geometry, texture selection is poor, and bump mapping is massively overused. I am guessing their concept renders look fantastic but whatever process they have to convert those into actual game assets must be extremely weak. I think this is where the complaints of "my PC can run everything else fine, why is vanguard such a hog?" come from. | |
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| | #1548 (permalink) |
| Insert Quarter Join Date: May 2006
Posts: 9,070
| Fine is subjective. I have seen people saying that they get 15fps and it's 'fine'. Some people won't accept that as 'fine'. Maybe you could give some numbers, instead of adjectives.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. |
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| | #1549 (permalink) |
| Registered User Join Date: Oct 2006
Posts: 294
| imo, if they atleast had shadows/lighting in this game, it would look much better . All the screenshots ive seen so far have none. Is this an art choice or is the engine running vanguard unable to do shadows? ![]() |
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| | #1550 (permalink) | |
| Registered User Join Date: Jul 2002 Location: Detroit
Posts: 5,116
| Quote:
High Performance I get 35+ sometimes even 40+ in the wilderness.(Where 80% of your time is spent) 15-25 in cities with alot of people around. And I find this perfectly acceptible with my aging hulk of a beast. I thinkI could even get those numbers higher If I invested in a sound card. I have on board Audio as of now.
__________________ ![]() ![]() When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong. Last edited by Mkopec1 : 03-21-2007 at 03:33 PM. | |
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| | #1551 (permalink) |
| Registered User Join Date: May 2006
Posts: 1,051
| Well I hardly think that's a point in your favor, then. Most people running Vanguard want something that looks like the screenshots they've seen. High performance looks pretty bad, imho.
__________________ It's turtles all the way down. |
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| | #1552 (permalink) | |
| Registered User Join Date: Jul 2002 Location: Detroit
Posts: 5,116
| Quote:
Dont expect tis game to run on max with a 4 yr old computer. What bog basically said it is unplayable, which is total bullshit. The game scales rather well. I honestly thought I could not even play it with my aging hulk. | |
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| | #1553 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 495
| Quote:
This isn't even a good picture... but it shows shadows at least. | |
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| | #1554 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
| Quote:
Personally, I'd rather run at a 1920x1200 at 15fps average to get more screen realestate than 1280x1024 and have less room for my UI but get 20-30fps. | |
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| | #1555 (permalink) |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
| What's missing are environment shadows -- character shadows are there, although they need some tweaks. We are waiting on a hardware solution for environment shadows which should happen in the next couple of generation of cards. So right now you have character soft shadows unless there are too many chars on the screen, and you have some shadows with the trees. Given the complexity of our world, we wil have to wait for a hardware solution before we add the rest. Last edited by Aradune Mithara : 03-21-2007 at 03:44 PM. |
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| | #1556 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
| Quote:
2. The other engines you list I don't believe were available when we started production. We looked at a lot of engines before we started coding Vanguard in mid 2002 and Unreal 2.x was the best, hands down. (the Doom 3 engine might have been, but it wasn't designed to handle large outdoor spaces like an MMOG needs whether it's seamless or not). | |
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| | #1557 (permalink) | |
| Registered User Join Date: May 2006
Posts: 1,051
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__________________ It's turtles all the way down. | |
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| | #1558 (permalink) | |
| You just keep thinkin' Butch. That's what you're good at. Join Date: Mar 2006
Posts: 511
+4 Internets | Quote:
VG will be a good game there is no doubt about that from me. I just don’t understand the decision to release a game before the hardware to support it is readily available. PS Crafting complication are not fun, it’s just more clicking. Tell me you have a plan B. | |
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| | #1559 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
| Quote:
The specs I listed, which while not inexpensive, they are also not crazy expensive either, are for systems that will run the game with everything on at high resolutions. | |
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| | #1560 (permalink) | |
| Insert Quarter Join Date: May 2006
Posts: 9,070
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__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. | |
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