DOOM 3 and Resurrection of Evil
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Up to four texture stages are used for level geometry, thus making it look incredible realistic, per-pixel lighting (so-called Сbump mappingТ😉 makes models appear to be smooth. EMBM, mirroring surfaces, procedural textures bring the beauties of modern technologies into the gameworld while volumetric and layered fog, particle system-based effects (namely flame, steam, water drops), dual-texture shadow mapping and weather effects provide improved realism. Considering all that, rendering unit heavily relies on hardware pixel/vertex shader implementation due to intensive usage of both.
Character skeleton animation unit supports up to 120 bones per character, providing separate animation sequences for different body parts. Character movement speed depends on its animation, thus making impossible unpleasant Сfoot slippingТ issue. Dynamic Сlevel-of-detailТ-based rendering technology allows to noticeably reduce skeleton computations when the model gets far away from the camera. Up to a few thousand per-pixel lighted polygons are used per model to increase the visual experience.
Enhanced portals technology reduces the computations required to render level geometry, making few hundred thousand vertices per level possible
Up to four texture stages are used for level geometry, thus making it look incredible realistic, per-pixel lighting (so-called Сbump mappingТ😉 makes models appear to be smooth. EMBM, mirroring surfaces, procedural textures bring the beauties of modern technologies into the gameworld while volumetric and layered fog, particle system-based effects (namely flame, steam, water drops), dual-texture shadow mapping and weather effects provide improved realism. Considering all that, rendering unit heavily relies on hardware pixel/vertex shader implementation due to intensive usage of both.
Character skeleton animation unit supports up to 120 bones per character, providing separate animation sequences for different body parts. Character movement speed depends on its animation, thus making impossible unpleasant Сfoot slippingТ issue. Dynamic Сlevel-of-detailТ-based rendering technology allows to noticeably reduce skeleton computations when the model gets far away from the camera. Up to a few thousand per-pixel lighted polygons are used per model to increase the visual experience.
Enhanced portals technology reduces the computations required to render level geometry, making few hundred thousand vertices per level possible
a kreed meg meg sem jelent... es ha megnezed a fel evvel ezelötti shot okat van rajta fps is 119 meghozza...
Photo Collage Maker http://www.collagemaker.me
Na, itt van egy lista hogy kb mit fog tudni a Kreed motorja😞még változhat)
-Should work with any Direct3D 8-compliant card with GPU. Gains the best performance with 6th-generation GPUs (GeForce3 and so on).
-Screen resolutions up to 1600x1200x32bpp
-Texture resolution up to 1024x1024 pixels.
-Two or three rendering passes (depending on the card capabilities), up to four texture stages in a pass.
-Projective textures.
-Models appear to be smooth due to per-pixel lighting.
-EMBM (environmental bump-mapping) is used to render high-realistic liquids.
-Multireflection mirroring surfaces.
-Particle system.
-Volumetric and layered fog.
-Dual-texture shadow mapping technique for dynamic lights. Handles self-shadowing.
-Realistic light maps.
-Rendering engine heavily relies on hardware pixel/vertex shader implementation due to intensive usage of both.
-Character skeleton animation.
-Detailed in-game models.
-Procedural textures.
-Dynamic level-of-detail support for models.
-Weather effects.
-Indoor and outdoor environment.
-Portals.
-Realistic physics and ballistics. Some projectiles ricochet when hitting the level geometry while some others produce splash damage.
-Script-based design that allows the level designer to enhance basic capabilities.
-Efficient object interaction.
-Multiplayer is supported over the TCP/IP protocol. Engine takes an advantage of client/server architecture, which allows huge amount of players to be in session simultaneously.
-3D sound effects. Engine supports both EAX and A3D.
-Main engine cooperates with the audio engine in order to match the audio environment with the current game situation
-Should work with any Direct3D 8-compliant card with GPU. Gains the best performance with 6th-generation GPUs (GeForce3 and so on).
-Screen resolutions up to 1600x1200x32bpp
-Texture resolution up to 1024x1024 pixels.
-Two or three rendering passes (depending on the card capabilities), up to four texture stages in a pass.
-Projective textures.
-Models appear to be smooth due to per-pixel lighting.
-EMBM (environmental bump-mapping) is used to render high-realistic liquids.
-Multireflection mirroring surfaces.
-Particle system.
-Volumetric and layered fog.
-Dual-texture shadow mapping technique for dynamic lights. Handles self-shadowing.
-Realistic light maps.
-Rendering engine heavily relies on hardware pixel/vertex shader implementation due to intensive usage of both.
-Character skeleton animation.
-Detailed in-game models.
-Procedural textures.
-Dynamic level-of-detail support for models.
-Weather effects.
-Indoor and outdoor environment.
-Portals.
-Realistic physics and ballistics. Some projectiles ricochet when hitting the level geometry while some others produce splash damage.
-Script-based design that allows the level designer to enhance basic capabilities.
-Efficient object interaction.
-Multiplayer is supported over the TCP/IP protocol. Engine takes an advantage of client/server architecture, which allows huge amount of players to be in session simultaneously.
-3D sound effects. Engine supports both EAX and A3D.
-Main engine cooperates with the audio engine in order to match the audio environment with the current game situation
Ok. A videón nem látszik, de a full, mint a Doom4 motorja is EMBM-t et fog használni a lehető összes felületen. Pill, megkeresem pontosan a motor tudását..
Ez igaz, a környezetből én simán el bírom képzelni hogy tele lesz a pelenka, ha jól megcsinálják, szóval egy pont ide.
Riszpekk
Akkor én is beírom ide is 😊)))
ÉN A GRAFIKÁRÓL BESZÉLTEM. A grafikában a fényen kívül nincs semmi egetrengető. Persze most jön az, hogy még nincs kész. Ezt ugyan nem hiszem, de ha mégis igaz lenne, MOST akkor sincs benne semmi különleges, úgyhogy nem hazudtam.
ÉN A GRAFIKÁRÓL BESZÉLTEM. A grafikában a fényen kívül nincs semmi egetrengető. Persze most jön az, hogy még nincs kész. Ezt ugyan nem hiszem, de ha mégis igaz lenne, MOST akkor sincs benne semmi különleges, úgyhogy nem hazudtam.
Riszpekk
Blasta: "Parásnak viszont nem parás"
Ezt honnan veszed? Beszéltél a Buruttal? Mert azt ne mond nekem, hogy egy olyan techdemóból szűrted le, amiben AI nélküli szörnyek rohangálnak fel-alá...
Ezt honnan veszed? Beszéltél a Buruttal? Mert azt ne mond nekem, hogy egy olyan techdemóból szűrted le, amiben AI nélküli szörnyek rohangálnak fel-alá...
Ehhe, ide is beírom:
Freak "Egyedül a fény/árnyék render, ami mérföldkő lesz, de azonkívül a video alapján nincs benne semmi egetrengető."
ja, mivel a videó TECHDEMÓT ábrázol.. LOL
Freak "Egyedül a fény/árnyék render, ami mérföldkő lesz, de azonkívül a video alapján nincs benne semmi egetrengető."
ja, mivel a videó TECHDEMÓT ábrázol.. LOL
A Kreed egy gyerekjáték. Az engine még elmegy, de szerintem nem véletlen, hogy ilyen kis zugokban készítették a videókat. Manapság a nagy nyitott terek a divatosak. Parásnak viszont nem parás. Túl csili-csálé az a game. A Doom3 sokkal KOMOLYABB lesz. Carmack-ben még nem csalódott senki.
"Az amatörnek 100-ból 99 fotója sikerül. A profinak 100-ból csak EGY!"
Azért az a Kreed se egy olyan hűdekomoly valami. Egyedül a fény/árnyék render, ami mérföldkő lesz, de azonkívül a video alapján nincs benne semmi egetrengető. Se poligonszámban, se mozgásban.
Riszpekk
#21
Kreed ... (Ez itt egy sátáni kacaj helye

Ja, az eddigi SOF 2 shotokban még árnyékot sem láttam, szóval jó lesz neki a Savage 4 is 😊
Riszpekk
#17
Csak 2Ghz- _))) Amúgy az a gépigény, nyilvánvalóan ahhoz kell (és ebbe ugye nem véletlen a GeForce4), hogy Full AA, ki tudja hányszoros élsimítással is jól fusson a progi magas felbontásban és nagyfelbontású textúrákkal. Kisebb igénnyel is be fogja érni...
A napokban megjelent 1 cikk Carmacről meg az ID történelméről. Carmac is olvasta, és 1-2 kommentet hozzáfűzött a cikkhez.
Itt a 3 legfontosabb:
(idézőjelben a cikk állítása, utánna Carmac kommentje)
"Polygon counts"
The Doom engine is not an ultra-high poly count engine, because it is built around dynamic lighting and shadowing, but it is still a large step up from our previous games. Typical scenes will have around 150,000 polygons, versus 10,000 for Q3. There will certainly be other games with higher raw polygon counts, but that is really focusing on the trees, not the forest (image quality). The large numbers that have occasionally been tossed around are the polygon counts for the high detail characters that are used in the generation of normal maps for the real time rendering. Some characters are over 500,000 polygons in their original form.
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“It looks like the type of game that is so thrilling to play that gamers will do so over and over again, even though it lacks a narrative plot.”
Unlike everything we have done before, the new Doom actually DOES have a real plot, and I think it is going to be presented well. I don’t really expect most people to believe us at this point, but wait and see…
------
“The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3”
It is designed for full impact on a GeForce-3, but it still runs on a GeForce-1 or Radeon.
Itt a 3 legfontosabb:
(idézőjelben a cikk állítása, utánna Carmac kommentje)
"Polygon counts"
The Doom engine is not an ultra-high poly count engine, because it is built around dynamic lighting and shadowing, but it is still a large step up from our previous games. Typical scenes will have around 150,000 polygons, versus 10,000 for Q3. There will certainly be other games with higher raw polygon counts, but that is really focusing on the trees, not the forest (image quality). The large numbers that have occasionally been tossed around are the polygon counts for the high detail characters that are used in the generation of normal maps for the real time rendering. Some characters are over 500,000 polygons in their original form.
------
“It looks like the type of game that is so thrilling to play that gamers will do so over and over again, even though it lacks a narrative plot.”
Unlike everything we have done before, the new Doom actually DOES have a real plot, and I think it is going to be presented well. I don’t really expect most people to believe us at this point, but wait and see…
------
“The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3”
It is designed for full impact on a GeForce-3, but it still runs on a GeForce-1 or Radeon.