PDA

View Full Version : do unreal 2 and UT2003 have different engine?


heedory
02-17-03, 07:10 AM
I heard that UT2003's engine is 'warfare' engine
and Unreal2's is modified original unreal's..
is it true?

and some guy says that unreal2 and even UT2003
do not use pixel&vertex shader...
just nothing but high polygoned dx7 generation..
is this statement is true?

if this is true, my noble ti4600 and humble 2mx
draw same picture? :confused: :confused:

Paul
02-17-03, 07:20 AM
UT2003 and Unreal2 are based on the same engine, with tweaks/additions where appropriate.

The Baron
02-17-03, 09:50 AM
I believe Unreal 2 makes more use of shaders, where UT2003 only uses vertex shaders for the water (not entirely sure on that one).

Pafet
02-17-03, 10:05 AM
It looks like the same thing... anyways there's not enough difference to say for sure.
If you saw any of the tenebrae screenshots with the cool shadows and bumpmaps, well, try running that on 2MX and you won't see much of a diffrence except maybe the steady 2 fps :D
that I dont get.

sytaylor
02-17-03, 11:39 AM
all the dx8 stuff is in the dets so in theory any old mx can run shaders in software, but whats the point, it would be so friggin slow

Smokey
02-17-03, 01:09 PM
Originally posted by The Baron
I believe Unreal 2 makes more use of shaders, where UT2003 only uses vertex shaders for the water (not entirely sure on that one).

I might be wrong, but I thought the water was cube maps in UT2003, created by Nvidia with the GF1 and implemented by MS in DirectX8?

Anyways, the Unreal engine is a forever evolving game engine. Anyone mmaking a game using the Unreal engine, will be always recieving engine updates throughout developement. All Unreal.ini files should list the build number of the engine ;)

The Baron
02-17-03, 02:04 PM
I know that UT2003 uses cube maps for some things, but last I heard it did not use cube mapping for the water. Vertex shader.

StealthHawk
02-17-03, 08:29 PM
i'm pretty sure it's cubemaps used for the water.

VS are used for geometry, not reflections....i think.

i do know that PS have been used to create reflective water, and i know that cubemaps are big on reflections too.

The Baron
02-17-03, 08:35 PM
Does UT2003 HAVE reflective water?

I thought it was just all ripply?

It's been a while since I've played Antalus... I'm a Skyline kinda guy. ;)

StealthHawk
02-18-03, 02:21 AM
i think it had reflective water, but i haven't played it in a long time.

Greg
02-18-03, 05:05 AM
Originally posted by The Baron
Does UT2003 HAVE reflective water?

I thought it was just all ripply?

It's been a while since I've played Antalus... I'm a Skyline kinda guy. ;)

When it is enabled, it uses a cubemap of the 'skybox' to make a slightly nicer water reflection effect. Although the UT2003 engine is capable of true (at least planar) reflections, they aren't used in the levels because it could slow the game which is all about smooth action.

The developer making Unreal 2 started with a version of the UT engine, added their own effects, but also upgraded it about as the UT engine matured, so it is heavily based on UT (made with Unreal Ed, game code mostly in Unreal Script) but is not merely a set of maps made with UT.

sytaylor
02-18-03, 11:57 AM
This is an example of the cube mappin (im pretty certain) so if you get this on an mx then ur missing nothing from the game in effect (except frame rate)

SavagePaladin
02-18-03, 04:17 PM
I can add that Unreal2 definately does more with shaders than UT2003 does.
It does a lot more with dx8 than UT2003 does, to my knowledge.

As to the dx7 comment, thats someone pigeonholing Unreal 2 and UT2003 with no knowledge of the real situation.

Both are based off the same general version of the Unreal engine, by the way. One was modified by Legend, of course.

jAkUp
02-19-03, 05:02 PM
Originally posted by sytaylor
This is an example of the cube mappin (im pretty certain) so if you get this on an mx then ur missing nothing from the game in effect (except frame rate)

i get those same effects on my geforce2mx...

Chalnoth
02-19-03, 07:18 PM
I'm reasonably-certain that all shaders in Unreal Tournament 2003 and Unreal 2 are used purely for speed, not for image quality improvements. I do know that UT2003 will look the same on anything that is >= GeForce1. Though I'm not certain, I believe the same is true of Unreal 2 (that is, I saw nothing that would seem to indicate otherwise).

It looks like even DOOM3 won't show much difference, as far as just visuals go, between the original GeForce and more modern cards (though there will be accuracy improvements for the Radeon 8500+ and GeForce FX, in addition to the massive speed improvements).

StealthHawk
02-20-03, 12:38 AM
Originally posted by Chalnoth
It looks like even DOOM3 won't show much difference, as far as just visuals go, between the original GeForce and more modern cards (though there will be accuracy improvements for the Radeon 8500+ and GeForce FX, in addition to the massive speed improvements).

makes sense as Carmack has said the engine is based on GF1 tech.