WOW! UT2007 SCREEN SHOTS!

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Matthias99

Diamond Member
Oct 7, 2003
8,808
0
0
Originally posted by: Jeff7181
Originally posted by: Matthias99
Originally posted by: KruptosAngelos
They have to scale it down in UT because it's a multiplayer game, multiplayer games require more power.

This statement makes no sense. If anything, multiplayer games should be LESS stressful on the system, since the local CPU does not have to do any AI/physics calculations. The GPU doesn't care if it's a singleplayer or multiplayer game.

Why wouldn't it have to calculate physics? There's also the added burden of updating the position of up to 60 more players.

1) In most multiplayer games, the server handles all the physics calculations. It would be very unusual for such processing to be done client-side (except for maybe things directly affecting your character, so that it doesn't have to wait for the server to get back to you before updating your position). In a single-player game, all physics calculations have to do be done locally.

2) Again, the server (usually) tells the game where to put the other character models. It's no worse than a single-player game with many active objects -- probably better, because it just does whatever the server tells it to. Actually rendering the models takes the same amount of processing time/power regardless of how the game state is communicated.
 

DarkKnight

Golden Member
Apr 21, 2001
1,197
0
0
it looks great but the thing is, even though they might make the game look better, its basicaly the same UT we've been playing for such a long time. I'll only be excited about it if they make gameplay changes, cause I dont want 3 different versions of the same game.
 

ddogg

Golden Member
May 4, 2005
1,864
361
136
true...it doesnt look anywhere near as impressive as the U3 tech demos...i guess they are probably trying to scale it down so that even the next gen and after that mainstream cards can play on it!! but it definetely looks a lot better than HL2 to me atleast.
 

hans030390

Diamond Member
Feb 3, 2005
7,326
2
76
have fun getting it to look that good with a SM2.0 card
not saying it'll run fast on my 6600gt, but it'll be pretty

Those screens don't do the UE3 engine justice...it usually looks alot better then that.
I have to admit, that game will probably look that good in SM2, but those first UE3 shots that came out a long time ago, I don't think that will look as good without SM3.0
BUT, UT is played by lots of people, so it'd be idiotic to turn such a huge game into a just Sm3.0 game (though I think there will be a good amount of Sm3.0 only games...just a thought)

but yeah, looks good (lots better than Hl2....HL2 doesnt even look as good as people make it out to be...)
 

Evdawg

Senior member
Aug 23, 2003
979
0
0
Originally posted by: KruptosAngelos
Originally posted by: Evdawg
Originally posted by: KruptosAngelos
Well, it's news about software, so if someone wants to see it... they'd probably head to the software forum. You posted in the wrong forum about a topic that's already in active discussion.

dont be an ass please.

I'm not being an ass. It's simple forum etiquette. You put the topic in the right forum, and you don't repost. Those are even rules for these and most forums.

youre being an ass. Stop trying to be an e-thug, thats all. Don't try to defend yourself, you cant.
 

ddogg

Golden Member
May 4, 2005
1,864
361
136
Originally posted by: hans030390
have fun getting it to look that good with a SM2.0 card
not saying it'll run fast on my 6600gt, but it'll be pretty

Those screens don't do the UE3 engine justice...it usually looks alot better then that.
I have to admit, that game will probably look that good in SM2, but those first UE3 shots that came out a long time ago, I don't think that will look as good without SM3.0
BUT, UT is played by lots of people, so it'd be idiotic to turn such a huge game into a just Sm3.0 game (though I think there will be a good amount of Sm3.0 only games...just a thought)

but yeah, looks good (lots better than Hl2....HL2 doesnt even look as good as people make it out to be...)

ya true...i never felt that gfs in HL2 were all that gr8!!
 

ronnn

Diamond Member
May 22, 2003
3,918
0
71
I think they look like those plastic transformer dolls sold to young boys. I hope someone with some artistic sense uses that engine or will be a total waste. :beer:
 

PrayForDeath

Diamond Member
Apr 12, 2004
3,478
1
76
Originally posted by: Evdawg
Originally posted by: KruptosAngelos
Originally posted by: Evdawg
Originally posted by: KruptosAngelos
Well, it's news about software, so if someone wants to see it... they'd probably head to the software forum. You posted in the wrong forum about a topic that's already in active discussion.

dont be an ass please.

I'm not being an ass. It's simple forum etiquette. You put the topic in the right forum, and you don't repost. Those are even rules for these and most forums.

youre being an ass. Stop trying to be an e-thug, thats all. Don't try to defend yourself, you cant.


Lol, drop the matter, will ya?

This game looks worlds better than HL2. Poly count, textures, lightings, shadowing, everything..
In my opinion, multiplayer games do run slower than singleplayer due to the fact that 20+ players are moving in the screen (battlefield, MMOGs, UT2k4 onslaught, etc..), therefore they need to scale the graphics down a bit to make it run reasonably well on a large variety of setups. That's just my opinion.
 

imported_Ged

Member
Mar 24, 2005
135
0
0
Originally posted by: Matthias99
Originally posted by: Jeff7181
Originally posted by: Matthias99
Originally posted by: KruptosAngelos
They have to scale it down in UT because it's a multiplayer game, multiplayer games require more power.

This statement makes no sense. If anything, multiplayer games should be LESS stressful on the system, since the local CPU does not have to do any AI/physics calculations. The GPU doesn't care if it's a singleplayer or multiplayer game.

Why wouldn't it have to calculate physics? There's also the added burden of updating the position of up to 60 more players.

1) In most multiplayer games, the server handles all the physics calculations. It would be very unusual for such processing to be done client-side (except for maybe things directly affecting your character, so that it doesn't have to wait for the server to get back to you before updating your position). In a single-player game, all physics calculations have to do be done locally.

2) Again, the server (usually) tells the game where to put the other character models. It's no worse than a single-player game with many active objects -- probably better, because it just does whatever the server tells it to. Actually rendering the models takes the same amount of processing time/power regardless of how the game state is communicated.

If each of the clients handled their own physics why wouldn't they then just communicate the outcome of the physics calcs to the server so that the server can communicate them to the rest of the clients?

That would be MUCH more efficient than having a Single Computer compute all the physics for all those clients. Consider that a state of the art processor right now can only handle a few hundred rigid bodies or bones in a scene, how would a Server handle all the physics load from the clients?

Makes much more sense for the server to just keep the Clients synchronized with each other than to compute all the physics calculations.


I agree with most of what was said in #2. It's just a question of what has to be displayed and game developers try to balance it out so that Multiplayer gameplay runs as well as single player gameplay.
 

Matthias99

Diamond Member
Oct 7, 2003
8,808
0
0
Originally posted by: Ged
If each of the clients handled their own physics why wouldn't they then just communicate the outcome of the physics calcs to the server so that the server can communicate them to the rest of the clients?

Well, you could, but then wouldn't you be delaying the physics updates of everything by the amount of time it takes to transmit the data between the clients and the servers? And how do you deal with multiple clients interacting with each other? They each do their own calculations (which may disagree, since there is nothing keeping them strictly in sync) and then send them to the server, which somehow sorts them all out? This seems like a horrible design, and much more complicated than having the server do it.

That would be MUCH more efficient than having a Single Computer compute all the physics for all those clients. Consider that a state of the art processor right now can only handle a few hundred rigid bodies or bones in a scene, how would a Server handle all the physics load from the clients?

Having a few hundred rigid-body objects being simulated would be a VERY high load for most games currently on the market. Most probably don't come anywhere near that level of complexity (keep in mind that most games are designed so they can be run in some sort of singleplayer mode). And the number of objects that can be simulated depends on what kind of physics you're doing (forward or inverse kinematics, how small the timesteps are, if you allow linked objects, etc.)

Makes much more sense for the server to just keep the Clients synchronized with each other than to compute all the physics calculations.

But how does it keep them in sync if the server's not synchronizing everything? What if two clients disagree?
 

aj58

Member
May 5, 2005
167
0
0
Druooooles.... =)....

End of 2006 or 2207 is too long. I guess BF2 is the next best thing to wait for
 

imported_Ged

Member
Mar 24, 2005
135
0
0
But how does it keep them in sync if the server's not synchronizing everything? What if two clients disagree?

Someone's Client calculates some physics and some result/description is sent to the Server. The server sends the result/description to the other clients. The other clients perform the same physics calculation as the server tells them to. Thus the server is synchronizing what is taking place on all the client machines and the synchronization is only as good as how fast the network is (this is why you can be running around and blam! you're dead when you thought you evaded the missile).

It is possible to write physics code that will perform the same way everytime for a given input.

I might be wrong about how multiplayer games with physics work, but I know what I am describing would work and I think it would be the better way to go about it. If multiplayer games that utilize physics right now don't work the way I am describing, they probably will do something vary similar in the near future because of how much more prevalent physics will be.
 

Rock Hydra

Diamond Member
Dec 13, 2004
6,466
1
0
Also, of course this isn't goig to look THAT much better than Half Life 2, although it is noticable...The ammount of quality they can stuff into a game is going to plateau relatively quickly i think. Pretty soon people won't be able to tout "Latest and greatest graphics" as their min selling point when nearly every game is prettymuch photorealistic.
 
Mar 11, 2004
23,280
5,722
146
Not sure if its been said, but the UE 3.0 creators have gone on the record saying it will play perfectly fine on a 6600GT. I found that kinda interesting after all of the reports saying how a 6800 Ultra gets like 1FPS when running it. Sure thats probably with everything maxed out, and the 6600GT running much lower, but kinda interesting nonetheless.
 

PerfeK

Senior member
Mar 20, 2005
329
0
0
HL2's graphics are pretty tame. It doesn't have realistic lighting or shadows. The one thing that really impresses me in HL2 is the lip-syncing. Speech is so smooth and realistic that you feel like you're really there.
 

xtknight

Elite Member
Oct 15, 2004
12,974
0
71
Originally posted by: Ged
...If each of the clients handled their own physics why wouldn't they then just communicate the outcome of the physics calcs to the server so that the server can communicate them to the rest of the clients?...

If that were so (and if I understood that correctly), game hacks would be very easy to make, because the client could just send bogus crap to the server.

--------------------

Screenshots look nice but the particular selected scenes don't do the UE3 engine justice. What I really want to see is realistic water. Every game I've seen has fake plastic water. The characters are very high poly though...nice. Yes this looks a lot better than HL2. HL2 isn't all that great looking (relatively speaking), especially since they don't have HDR yet.
 
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