The website of the german mag "PC Games Hardware" features an article about Unreal Engine 3, containing an interesting interview with Tim Sweeny.
Unfortunately there's no english version available, so I had to write a rough translation (I hope you don't mind my mediocre translation skills). It's quite an interesting read, pointing out lots of the technical features UT3 will utilize.
Enjoy!
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Overview of the most important rendering features:
- multi-threaded renderer (4+ threads)
- 16 Bit per componenent HDR-Pipeline
- runs on 64 Bit operating systems
- (confirmed) performance advantages through SLI (most likely Crossfire as well)
- post-processing effects (some examples): motion blur, depth-of-field blur, bloom
- deferred shading
- physics: Ageia PhysX engine
- 300 - 1.000 visible objects per scene
- huge scenes typically consist of 500.000 to 1.500.000 triangles
- normal maps and texture maps usually have a resolution of 2.048 x 2.048
--- Edit: The translation has been edited out. Though I credited PCGH, I didn't ask them for permission, my apologies for that. But my post here provoked that they released the original interview, so my work wasn't totally in vain. So, here's the link to the german article and here's the one to the new original english interview.
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That's it, I hope you guys had a good read.
Greetings,
Doc Shock
Unfortunately there's no english version available, so I had to write a rough translation (I hope you don't mind my mediocre translation skills). It's quite an interesting read, pointing out lots of the technical features UT3 will utilize.
Enjoy!
--------------------------------------------------------------------------
Overview of the most important rendering features:
- multi-threaded renderer (4+ threads)
- 16 Bit per componenent HDR-Pipeline
- runs on 64 Bit operating systems
- (confirmed) performance advantages through SLI (most likely Crossfire as well)
- post-processing effects (some examples): motion blur, depth-of-field blur, bloom
- deferred shading
- physics: Ageia PhysX engine
- 300 - 1.000 visible objects per scene
- huge scenes typically consist of 500.000 to 1.500.000 triangles
- normal maps and texture maps usually have a resolution of 2.048 x 2.048
--- Edit: The translation has been edited out. Though I credited PCGH, I didn't ask them for permission, my apologies for that. But my post here provoked that they released the original interview, so my work wasn't totally in vain. So, here's the link to the german article and here's the one to the new original english interview.
--------------------------------------------------------------------------
That's it, I hope you guys had a good read.
Greetings,
Doc Shock
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