PDA

View Full Version : S.t.a.l.k.e.r.


Pages : [1] 2

AngelGraves13
03-06-03, 01:24 AM
S.T.A.L.K.E.R. Official Site (http://www.stalker-game.com/index_eng.html)

Some pictures of it on Nv30 at FULL detail!
It'll be out around the time of Doom 3.

http://www.stalker-game.com/download/gallery/screenshots/big/sb_xray_17.jpg
http://www.stalker-game.com/_exlink.php?link=download/gallery/screenshots/big/sb_xray_27.jpg
http://www.stalker-game.com/_exlink.php?link=download/gallery/screenshots/big/sb_xray_24.jpg
http://www.stalker-game.com/_exlink.php?link=download/gallery/screenshots/big/sb_xray_15.jpg
http://www.stalker-game.com/_exlink.php?link=download/gallery/screenshots/big/sb_xray_14.jpg

Rob_B
03-07-03, 09:48 AM
The screenshot of the paint peeling off the wall is most impressive. There is also some new screenshots at the S.T.A.L.K.E.R site:
http://www.stalker-game.com/index.php?t=news

Now if only they can include good game play to go along with the graphics this will be a must buy.

nin_fragile14
03-07-03, 02:43 PM
Looks really good... I just hope it's a good game and doesn't get delayed.

Grechie
03-08-03, 10:19 PM
looks sweet so will it work any good on any other 3d cards besides GFX?

Smokey
03-09-03, 12:00 AM
Originally posted by Grechie
looks sweet so will it work any good on any other 3d cards besides GFX?

Should work good on the GFX Ultra also ;)

Head_slinger
03-09-03, 06:29 AM
Incase you wanted to know this.

Specs of the Engine

X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires any DirectX® 8 or higher compatible accelerator.

Common:
Levels combining closed spaces as well as enormous open areas
One demand loading makes possible tcreate single huge level
Game time flow, change of time of the day
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
VR-Simulation engine optimized for massive payload
Render:
Support for all D3D compatible accelerators, starting from 2nd generation (TNT/Voodo2/etc), optimized for Geforce2 and up.
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~300 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
High-speed blended animation system capable of up tinfinity number of bone interpolation & modulation
SSE/3Dnow! Technologies used for skinning and forward kinematics
Visibility determination
Portal-style, non-linear subdivision based visibility detection system
Optimized for T&L hardware in the way of grouping primitives tlarge-size batches
Dynamic occlusion culling, contribution culling
Adaptive hardware state caching technology
Lighting
Colored dynamic lights and dynamic "soft" shadows
Breakable light sources
Animated lights
Character shadowing
Intelligent light sources selection, clipping, merging
Detail mapping
Water, flares, coronas, etc.
Particle system with real physics
Screen post-processing
Shading
Shader library is central tevery part of your rendering pipeline
Completely abstracts the graphics API.
Multi-pass Rendering
Fallback Shaders
Facilitates cross-platform development
Separates shader writing from engine development
Pixel and Vertex shaders automatically used on shading capable hardware
Detail objects:
Grass, small stones, etc.
Traces, Wind, Reaction tpressing, Turbulent flows
Physics:
Based on ODE engine
Simulation speed outperforms commercial engines such as MathEngine, Havok, etc.
Real-time IK, vehicle physics, etc.
Collision database with low memory usage
Collision detection optimized for large number of queries in highly polygonal environment
ballistic, motions, fluid engine, snow, rain, explosions, etc.
Sound:
High quality HRTF 3D-sound with clipping and partial wave tracing
Occlusion, obstruction, different environments (WIP)
"Low-penalty" & "low-delay" reaction technology (less then 1ms tstart HRTF 3D Sound Source tplay)
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
Network:
Distributed computing
Client-Server based system
Tools
In-house made tools (Level, Shader, Particle, Actor Editors)
Plug-ins for popular modeling packages
AI:
Simulation Level-Of-Detail and Culling (2 AI models - high and low detail)
Fiber based time distribution allows tbuilt scalable AI without any slowdown
Virtual sight, hearing and feeling
Terrain reasoning with tactical assessment
FSM with random factor
Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)

Hyper_Snyper
03-09-03, 05:45 PM
This game looks really cool. :cool:
Too bad there's no way in hell I'll have the system for it. :(

LORD-eX-Bu
03-09-03, 07:28 PM
99 to life, that is a great and interesting looking game. Can't wait for it to come out. Great pick;)

AngelGraves13
03-09-03, 08:02 PM
if the nv30 can run this at full detail, then the nv35 should run this baby real nice! Not to mention the nv30 and nv35 have a large max instruction set....better games coming soon!

LORD-eX-Bu
03-09-03, 08:02 PM
heck yeah, look at that foliage:D

AngelGraves13
03-09-03, 08:06 PM
lol.....yeah! looks real nice. Makes Unreal 2 look like Half-Life.

LORD-eX-Bu
03-09-03, 08:26 PM
lol, I was pretty impressed by those bushes that move in the wind on SOF II:D

AngelGraves13
03-10-03, 02:58 AM
SOF 2 is possibly the worst game ever made. lol.... No wait, that title goes to 007: Nightfire.

LORD-eX-Bu
03-10-03, 03:02 AM
Originally posted by 99 to Life
007: Nightfire.

Very true, I regretted ever downloading the demo:D

AngelGraves13
03-10-03, 03:08 AM
stalker will be the next half-life for sure. Duke Nukem would have taken that title, but who knows where that is?

LORD-eX-Bu
03-10-03, 03:10 AM
Stalker's graphics are great. Can't wait for it to come out, and the storyline looks like its gonna be interesting for a change. I hope they don't make it short like Unreal 2. Man, I remember Duke Nukem Forever when it was using the Quake II engine, it looked great back then, I bet it would have rocked and become a classic, but nah, they have to keep delaying it lol

Nebuchadnezzar
03-10-03, 06:29 AM
Only that the FX will run the game at full detail is a bunch of PR BS, it will run as good on a 9700/9800. And it's not due 'Doom3 time' it's for Q1 2004.

Kruno
03-10-03, 07:38 AM
Originally posted by 99 to Life
stalker will be the next half-life for sure. Duke Nukem would have taken that title, but who knows where that is?

#include <quake2engine>
#include <unrealengine>
#include <doom3engine>
#include <nextgenengine>
using namespace forever

void dukeNukemForever()
{
printf("is it out yet?");
}


:D

sbp
03-10-03, 07:58 AM
Cool looking game.

------
Duke who? :rolleyes:

AngelGraves13
03-10-03, 03:43 PM
Originally posted by Nebuchadnezzar
Only that the FX will run the game at full detail is a bunch of PR BS, it will run as good on a 9700/9800. And it's not due 'Doom3 time' it's for Q1 2004.

we'll most likely see Doom 3 in Q1 2004!!!

And it's not a bunch of PR BS, the NV30 will run it with more features than the 9700 because it has a larger max instruction set! I'm sure it'll run nicely on any nex gen card that's out or will be out before its release.

read their FAQ and you'll see what I mean.

AngelGraves13
03-13-03, 02:39 PM
new S.T.A.L.K.E.R. screens posted on the official site. They appear to be taken on an nv30 again at the game developer's conference.

-=DVS=-
03-13-03, 02:55 PM
Originally posted by 99 to Life
we'll most likely see Doom 3 in Q1 2004!!!

And it's not a bunch of PR BS, the NV30 will run it with more features than the 9700 because it has a larger max instruction set! I'm sure it'll run nicely on any nex gen card that's out or will be out before its release.

read their FAQ and you'll see what I mean.

Just becouse GFFX can do more Pixel Shader instructions doesn't mean games uses alot of them :rolleyes:
In spec sheets of the game it doesn't say anything about Giant Shader instructions , they don't even mention any DX9 stuff :rolleyes: Radeon9700Pro will run it just fine.

And if you talkeing about number of instructions Radeon 9800+ does infinite number of them ;) kinda makes GFFX with its 1000+ instructions obsolete :D

Specs of the Engine

X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires any DirectX® 8 or higher compatible accelerator.

Common:
Levels combining closed spaces as well as enormous open areas
One demand loading makes possible tcreate single huge level
Game time flow, change of time of the day
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
VR-Simulation engine optimized for massive payload
Render:
Support for all D3D compatible accelerators, starting from 2nd generation (TNT/Voodo2/etc), optimized for Geforce2 and up.
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~300 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
High-speed blended animation system capable of up tinfinity number of bone interpolation & modulation
SSE/3Dnow! Technologies used for skinning and forward kinematics
Visibility determination
Portal-style, non-linear subdivision based visibility detection system
Optimized for T&L hardware in the way of grouping primitives tlarge-size batches
Dynamic occlusion culling, contribution culling
Adaptive hardware state caching technology
Lighting
Colored dynamic lights and dynamic "soft" shadows
Breakable light sources
Animated lights
Character shadowing
Intelligent light sources selection, clipping, merging
Detail mapping
Water, flares, coronas, etc.
Particle system with real physics
Screen post-processing
Shading
Shader library is central tevery part of your rendering pipeline
Completely abstracts the graphics API.
Multi-pass Rendering
Fallback Shaders
Facilitates cross-platform development
Separates shader writing from engine development
Pixel and Vertex shaders automatically used on shading capable hardware
Detail objects:
Grass, small stones, etc.
Traces, Wind, Reaction tpressing, Turbulent flows
Physics:
Based on ODE engine
Simulation speed outperforms commercial engines such as MathEngine, Havok, etc.
Real-time IK, vehicle physics, etc.
Collision database with low memory usage
Collision detection optimized for large number of queries in highly polygonal environment
ballistic, motions, fluid engine, snow, rain, explosions, etc.
Sound:
High quality HRTF 3D-sound with clipping and partial wave tracing
Occlusion, obstruction, different environments (WIP)
"Low-penalty" & "low-delay" reaction technology (less then 1ms tstart HRTF 3D Sound Source tplay)
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
Network:
Distributed computing
Client-Server based system
Tools
In-house made tools (Level, Shader, Particle, Actor Editors)
Plug-ins for popular modeling packages
AI:
Simulation Level-Of-Detail and Culling (2 AI models - high and low detail)
Fiber based time distribution allows tbuilt scalable AI without any slowdown
Virtual sight, hearing and feeling
Terrain reasoning with tactical assessment
FSM with random factor
Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)

AngelGraves13
03-13-03, 03:01 PM
that's real nice! ATI is sure getting up there if not leaving Nvidia in the dust. I hope nvidia's nv35 will correct everything that the nv30 has faults in.

Nv40
03-15-03, 12:21 AM
i really cant wait to play that game.. in an Nv35 :)

here are hundreds of screenshots (http://www.stalker-game.com/index.php?t=news&rnd=2797)

Doom3 engine will be obsolete when they release
that game .

-perpixel *softshadows* (Doom3 doesnt have that only
(hard shadows))
- like 20x times the polygons of Doom3 (3millions!!!)
for comparison doom3 maximun visible polys per level are
300k :)
- more realistic bumpmapping than Doom3 *at the least*,
the best light effects ever made in a game
(look a the screenshots) and the best looking sky
since Halo . very sweet. :)

who cares about game play ,i will buy this game
no matter if it is and expasion pack of the SIms online
and RPG or an strategy game . :)

zoolap
03-16-03, 10:42 AM
Originally posted by Nv40
....who cares about game play ,i will buy this game
no matter if it is and expasion pack of the SIms online
and RPG or an strategy game....

Oh dear...! Graphics are all very well, but without gameplay, you might as well buy a rolling demo. :rolleyes: