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Old 04-16-05, 05:39 AM   #37
Toss3
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Default Re: X-Ray Engine...completely underrated!

Quote:
Originally Posted by AthlonXP1800
Oh right thank for tell me what it all mean...



Right... X Ray engine can push 2 to 3 million polygons per frame, that a total of 120 to 180 million polygons on a normal map. Unreal 3 engine has total of 200 to 250 million polygons on a normal map, that can push 3.3 to 4.1 million polygons per frame.



No you probably mean the wireframe, on Unreal Technology site, scroll down near to the bottom showed 2 pictures that the wireframe used just under 500,000 polygons and then added all contents over 100 million polygons on the outdoor scene.

I been watched Stalker DX9 demo twice, it seem had low quality textures but Unreal 3 engine is far more advanced than X Ray engine.

Compare this...



to this is nothing more advanced than Unreal 3 engine.



And also Stalker characters is no match to UT2006 characters in actual game render...

You can't actually compare those shots. Cuz' one of them is an in-game shot an the other just a demo. Of course stalker looks less attractive when it's in-game. I bet you could do a demo on the x-ray engine that would look similar to the U3-engine screenshot.

And the characters look worse in stalker, but that has nothing to do with the engine. They haven't put that much time into modelling apparently. But you shouldn't judge the engine based on bad modelling. I mean, you could do a ****ty looking model in the u3-engine, but that wouldn't make the engine any worse.

The U3 engine is probably more advanced, but the x-ray engine doesn't seem too far behind.
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Old 04-16-05, 06:14 AM   #38
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Default Re: X-Ray Engine...completely underrated!

Quote:
Originally Posted by Intel17
And about the polygon thing...no, STALKER can push 3 million polygons per-frame. Not "normal mapped" polygons (which is just a texture), but actual geometry.

Unreal doesn't do that.
But it could, if you made a scene with 3 mil polys it could, with the right hardware..
You could prolly have most engines push any amount of polys as long as your GPU can handle the triangle setup for the amount... couldnt you?

Anyway, really looking forward to some new STALKER screens, DX9 renderer outside will be neat..
And I think stalker is using a bit of mixing methods with lighting and shadows aswell, in the DX9 video when they turned off the flashlight the walls were sortof "selfilluminated" like you sometimes get in dark areas with texturebaked light.. the radiocity calculations at compile bounced in some ambient light there and such..

This:
Quote:
The custom-built dedicated renderer is capable of real-time dynamic lighting, soft (physically correct) shadows cast from every object onto every other object, true per-pixel lighting
Doesnt have to mean that this feature will be active on EVERY lightsource.
It seems like it is on most lights indoors sofar, and we havent yet seen the outdoor with DX9, but with performance in mind they might keep this feature on only dynamic lightsources or something, that we will prolly se soon enough tho..

Quote:
Originally Posted by AthlonXP1800
No you probably mean the wireframe, on Unreal Technology site, scroll down near to the bottom showed 2 pictures that the wireframe used just under 500,000 polygons and then added all contents over 100 million polygons on the outdoor scene.
UE3.0 site sais "Our larger scenes typically peak at 200,000 to 1,200,000 visible triangles."
The rest is "simulated" geometry, normal maps..
A normal map will store the direction (normals) of the polygons in a very highres object as RGB values, like this 2mil poly mesh here:
http://www.unrealtechnology.com/scre..._creation1.jpg
Then you build your ingame mesh, about 5000 polys in this case:
http://www.unrealtechnology.com/scre..._creation2.jpg
Then you put the Normal map containing all the details onto that lowres mesh, and light and shadows will interact with the normal map, so it looks very much like the highres mesh, even tho it isnt.
A normal mapped polygon seen from the side is always flat, but it will simulate surface detail when light is cast onto it..

So
"Over 100 million triangles of source content contribute to the normal maps which light this outdoor scene."
"Wireframe reveals memory-efficient content comprising under 500,000 triangles."
Means they used 100million triangles to generate the normal maps, then put that on the acctual content, which is 500.000 triangles.
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