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#1
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Deus Ex 3 Engine Revealed
I just dont understand... ![]() Actually THIS link might be of more interest. Still a dumb idea....
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It is not god that kills the children... |
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#2
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Thanks for posting.
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#3
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'S'aright. Interested to see what others think of this though. Not exactly my "engine of choice", but at least it is free I suppose...
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#4
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Well, that answers a question I had in another thread. Didn't expect that. At least we can more or less expect DX3 to look/run better than IW did
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#5
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It makes sense to me. If other current projects in the company are using that engine, why not use it across the board? It makes it easier to swap coders around when necessary. It may not be the best choice for engines, but it does save the company costs in other areas. As long as they can do what they need to do with this engine, then I don't see any problem using it.
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#6
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Tomb Raider: Legend may have saved the TR franchise, but as a PC game it was a nightmare. Hideously unoptimised, a massive resource hog and, flatly, a lot less good lookng than its counterparts. Sure they have stated that they will be "developing" the engine, which is a good sign, but they only have 2 years to knock this game together, so I find myself wondering.... |
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#7
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I really appreciate it, that you read all the posts here and listen to people.
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#8
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I heard they are using the crystal engine because it is the in house engine for eidos, and they want to develop it more. I would love to see DX3 be more than just a "test game." I would rather see the new unreal engine, rendering is unbelievable. Another option would be the Source engine (by Valve) because it already has amazing physics programmed into it. According to the Montreal Eidos website, they are looking for a physics programmer, wouldn't it be cheaper and quicker to just buy rights to the Source engine from Valve?
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#9
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Anyway, even if you have an "out fo the box" physics SDK, you still need a physics programmer to deploy it. Liscensing UEng3 costs something in the region of $250,000 so a programmer is definetly cheaper than that. As for Source: I cannot express how glad I am that they did not use that stinking piece of crap. The engine is utterly bereft of any useful features and is still to this day incapabable of rendering anything aproaching a large scale environment. Crystal is a FAR better choice than Source: Hell the Minesweeper engine is a better choice than Source... |
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#10
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The advantage with Source is that it'd be easy to customise it. Although the SDK tools are on par with the original Deus Ex (i.e. a complete arse to use - compiling models in Source is horrible.) But yes, the renderer is terrible (normal and specular maps just don't work well). It wouldn't be bad at rendering Deus Ex-like levels though - typically human structures which is heavily reliant on BSP.
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#11
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Anyway, the Crystal engine with an all-new renderer and some Montreal-enhancements ought to be fine. Project Snowblind forged a decent base for Deus Ex to be built on. |
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#12
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- They won't have to spend half the production cycle building an engine from the ground up. But they still have a great degree of control over expanding the engine for DX3. They can start making the game right now. - It's an in-house engine. The devs know it in-and-out. - TRL looked pretty stunning (and that was developed on an special build of this engine, just as EM will make a special version of it for DX3) It's like some people don't know the difference between the engine and the game content. The engine does NOT dictate the use of first/third person, it doesn't dictate the locations (or types of locations, perhaps only in size) and they can basically augment it as they see fit. I'm glad they didn't go for UE3 or Source; Source was what brought a FP-RPG (!) like VTMB down, UE3 is totally unproven (unless you actually believe Gears of War for PC is a good game, there's a reason Epic got sued by a devhouse because UE3 didn't deliver in the slightest). I highly doubt they chose this engine so Eidos can benefit from it in future projects (that would not make fiscal sense). |
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#13
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Look around this has been discussed a lot and in good depth. Don't turn up late to a thread and just quote the first post, you look daft... EDIT: No I had to add more, your post is just so stunningly idiotic: - Yes, they will have to spend a lot of the production cycle building the engine up as they have already said they will do this. Again: READ. - It's not an in house engine really as this Dev team just got damned well hired so they have never used it before. Again: READ - TRL may have looked good but it performed like a rabid, 2 legged dog. The most powerful, bleeding edge machines of the time could not run it. It took an armful of patching and an entire generation of tech before TRL was even viable. - One thing we agree on: SOURCE sucks... - UE3 is far from unproven. Again if you'd wind yer neck in and look around for a moment you would see that there are alot of games using UEng 3 and all are doing very well. The idiots who tried to sue EPIC have yet to manage to make a case, but hey: don;t let mere facts stand in the way of badly written rhetoric Last edited by StormFront; 12-19-2007 at 06:04 PM. |
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#14
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), but if the PC games so far are an indication, UE3 sucks for PC (or at the very least, is pretty hard to get right for devs). BioShock was extremely bug ridden as was Gears of War. What made BioShock a good game despite this, had nothing to do with the engine, but with the art direction and solid (though repetitive) gameplayand decent story. UT3 is developed by Epic themselves, so yeah, that'd be embarrassing if they didn't manage to utilize their own engine properly. Please name me all these supposed UE3 licensed success stories, because I can't find them. Idiots? Right, well at least they're successful idiots then. They were the first to license the engine, and then had to wait more than a year to actually get their hands on it, contrary to their contract. Also, UE3 promised more than it could deliver. And they're not the first or last devhouse to criticize Epic for UE3, it seems only Epic knows its secrets and doesn't share them easily (even to licensees). Proclaiming your opinion as fact doesn't make it so, you know. And licensing UE3 doesn't guarantee a good game, in fact, it doesn't seem to help at all. |
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#15
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UEng 3 games: -Bioshock - Without doubt one of the worst games I have ever played, but technically speaking it ran flawlessly, all features maxed, DX10 enabled, 1600x1200, frame limiter maxed solid. -UT3 - Actually the most buggy UENG3 release so far. In D10 thereis a lot of hitching in certain maps but that aside it runs perectly, again at max DX10 details -Gears of War - Not one single problem to be seen. Max detail and resolution, DX10 enabled. Flawless. -Monster Madness:Battle for Suburbia - Very weak game but has zero performance or compatability problems. -Rainbow Six: Vegas - Again not a good game, but no performance problems. -Blacksite: Area 51 - Hard to believe this uses UENg3 given it is so butt ugly, but bad game aside, it again runs flawlessly. -MOH:Airbourne - Again zero issues. And these are just the games that I have played that use the engine. Don't just listen to hype from people with crap hardware and no technical skills. Their problems are entirely their own. I'm not even gonna list the console games that use it (Mostly 'cos could care less about them) so look here Quote:
Go look at how that case is doing. Go on... ![]() Facts are, oddly, far more useful than hype touted by whinging people.... |
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#16
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You're going to hell.
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#17
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). I already mentioned my machine's specs and BioShock ran well (fps wise), except for the CTDs and general buggedness that plagued gameplay (save often became my mantra). Granted, I have an ATI card, which seemed to cause more problems than nVidia owners, but hey, lots of people have ATI cards. Congratulations on your flawless playthrough, but just have a look at the patch changelogs and see what sort of crap others like me had to go through. And I doubt you played BioShock on release since there were tons of gameplay bugs EVERYONE had to suffer. Even on 'next-gen' hardware there were major issues (like the Vista/DX10 audio stuttering bug and the lack of widescreen support).Also, by your reasoning, it's perfectly fine for DX3 to run crap on anything but the absolute latest hardware, which isn't something most DX players are looking forward to. Quote:
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So my opinion/view is hype and yours is fact. How very convenient I'm not passionate enough about internet discussion to fly to the US and wait for a verdict, but you seem to have plenty of time, be my guest. Quote:
My, you crack yourself up, little buddy. |
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#18
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You didn't mention Stranglehold which also looked like crap and had a lot of bugs too. I haven't played with Blacksite yet but I think I can agree with you on that... On the other hand there's Brothers in Arms: Hell's Highway which will be the best looking UE3 game so far, it's just beautiful. I like UE3 a lot and I would have loved to see DX3 using that tech but after seeing screens from TR:U I'm not worried, this engine will be great too. And the guys at EM are perfectly capable to improve on it too, so I don't see why we shouldn't be happy.On the Silicon Knights issue I agree with you however. I think that company is just trying to blame Epic for their incompetence. Randy Pitchford (head of Gearbox) said: "I've seen some of the stuff on the internet about the problems and I don't know if these developers are maybe new, or not used to using other people's technology or if they've gotten too many inexperienced developers or they're just cry-babies." I think something like this is the truth, it's one thing to have the tech, you have to know how to use it, how to work with it. And it just doesn't make sense to me why Epic would hold stuff back from the others, they aren't that stupid... |
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#19
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ok, I know I heard its the same one you guys used for tomb raiders something and what-not (sorry, never got into tomb raider), but what is it? why are you using it? what are the planed tech implimentations? (any third party engines like havok or physX)
also what engine did you derive your Tomb Raider engine from (or did you make it ground up?) I mean if Carmack gonna talk smack about mega-textures, UE3 is gonna boast high-poly actors and static meshes, and Valve gonna rail on about shaders and facial animations... (although you arn't really going commercial with your engine, so I can't blame you for not talking, I also can't balme you for signing an NDA (if you did jsut say so)) |
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#20
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This is from Crystal's website:
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#21
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The recent Tomb Raider games were developed with the PS2 as the lead platform. Don't take the visuals out on the engine, it's the PS2's fault.
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#22
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@Xcom: thanks for the information.
The engine sounds quite good, although this is purely marketing, of course. |
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#23
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Hmm, frankly I think it’s a mistake to use it.
...... But, I don’t really know much about engines I’m just basing my opinions on the TR games. |
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#24
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I am not familiar with the Tomb Raider game in question, but if this engine can support physics and collision well enough to facilitate emergent game play in DX3, it's fine by me.
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#25
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Incase you are scared that the Crystal Dynamics engine falls short graphically:
![]() ![]() ![]() ![]() ![]() http://www.gamersyde.com/news_6957.html And they are tweaking this engine specifically for DX3. So I'm happy. |
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