astral
02.04.04 г., 19:45
Разбра се че EPIC започват разработка на енджина за следващия Unreal 3 които ще излезе през 2006.
Нормално всеки се пита какви ще са минималните изисквания и ето какво ми попадна :
"By DirectX9 minimum spec, we mean we're going to make a game that brings today's GeForce FX's and Radeon 9700+'s to their knees at 640x480! :-) We are targetting next-generation consoles and the kinds of PC's that will be typical on the market in 2006..."
...и това не е всичко:
We expect to ship 32-bit and 64-bit executables on-disc, likely with the highest level of graphical detail that our game supports on PC only be available on 64-bit CPU's running the codename Longhorn OS
UnrealEngine3 is targeted at high-end DirectX9 and future GPU's and next-generation game consoles, and our focus is on absolutely realistic per-pixel lighting, with 100% dynamic shadowing everywhere, including new technology for soft dynamic shadows. The level of graphical detail and fidelity in the content we're creating is between 4 and 16 times higher than what's been seen in DirectX9 games shipping in 2004, and there are substantial qualitative improvements in the technology, based on a bottom-up rethinking of the 3D rendering architecture in light of what's now possible with DirectX9, and some even more amazing things that will become possible with GPU's, CPU's and next-generation consoles in the 2005-2006 timeframe.
Нормално всеки се пита какви ще са минималните изисквания и ето какво ми попадна :
"By DirectX9 minimum spec, we mean we're going to make a game that brings today's GeForce FX's and Radeon 9700+'s to their knees at 640x480! :-) We are targetting next-generation consoles and the kinds of PC's that will be typical on the market in 2006..."
...и това не е всичко:
We expect to ship 32-bit and 64-bit executables on-disc, likely with the highest level of graphical detail that our game supports on PC only be available on 64-bit CPU's running the codename Longhorn OS
UnrealEngine3 is targeted at high-end DirectX9 and future GPU's and next-generation game consoles, and our focus is on absolutely realistic per-pixel lighting, with 100% dynamic shadowing everywhere, including new technology for soft dynamic shadows. The level of graphical detail and fidelity in the content we're creating is between 4 and 16 times higher than what's been seen in DirectX9 games shipping in 2004, and there are substantial qualitative improvements in the technology, based on a bottom-up rethinking of the 3D rendering architecture in light of what's now possible with DirectX9, and some even more amazing things that will become possible with GPU's, CPU's and next-generation consoles in the 2005-2006 timeframe.