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Old 02-24-04, 03:07 PM   #229
john19055
 
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Well it took 12 hours to download this demo on my slow ass modeon,It's a liitle better than UT2003,there not really nothing new as far as the graphics go.Is the use n-patches for truform, for those that have radeon cards or do I have that confussed with something else.
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Old 02-28-04, 09:56 PM   #230
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Cracked some skulls on the LAN a few minutes ago. You can see there are about 7 or 8 human players.

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Old 02-29-04, 01:20 AM   #231
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Ahh Onslaught, the mappers dream Anyways, I benchmarked my new system. *points to sig*

1024x768 with 2x AF

dm-rankin
16.030077 / 27.536734 / 69.480576 fps
Score = 27.576321

as-convoy
9.774431 / 28.345743 / 58.979492 fps
Score = 28.381176

ons-torlan
5.704715 / 26.086843 / 73.861153 fps
Score = 26.112696

br-colossus
15.910539 / 29.836805 / 92.463402 fps
Score = 29.866772

ctf-bridgeoffate
19.746557 / 37.496105 / 101.859192 fps
Score = 37.543026

Not bad for integrated graphics IMO. If I had a duel channel set up it would give the card 6.4GB of bandwidth vs. the 3.2GB I have now. Still waiting for the next batch of cards to be released before I rush out and buy anything.
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Old 03-04-04, 03:44 AM   #232
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Quote:
Originally posted by jedah
4) It runs smooth but the graphics are not very spectacular(considering today's standards).They are very functional though.
Yes it works very well not too dark. But I'd love to have some bumpmapping and get rid of this general cartoony looking textures.

even halflife 2 might get bumpmapping


enable bumpmapp on/off, then even nv50 and r500 might get a challenge.

And a extra-super high world detail and character polygon setting and this game will give even an Athlon 64 @ 5GHz a challenge,

(challenge = 120FPS @ max geometry detial setting)

(120FPS because USB=120hz and 120hz/fps looks smoother then 100hz)
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Old 03-04-04, 03:49 AM   #233
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Quote:
Originally posted by anzak
1024x768 with 2x AF

ons-torlan
5.704715 / 26.086843 / 73.861153 fps
Score = 26.112696

Not bad for integrated graphics IMO.
I dont think UT 2004 is much more then UT but more and hiher res textures, dont they still use lightmapping for lightning effects?

no bumpmapping either.
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Old 03-13-04, 01:30 PM   #234
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Quote:
Originally posted by GamblerFEXonlin
I dont think UT 2004 is much more then UT but more and hiher res textures, dont they still use lightmapping for lightning effects?

no bumpmapping either.
The UT2003/2004 engine support 1024x1024 texture sizes, shaders and bump mapping can be achieved if you know how, it's far superiour to UT.
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Old 03-13-04, 02:51 PM   #235
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Quote:
Originally posted by GamblerFEXonlin
I dont think UT 2004 is much more then UT but more and hiher res textures, dont they still use lightmapping for lightning effects?

no bumpmapping either.
Nah. The polycounts are vastly increased. This required a significant change to the engine to accomplish.

Now, the engine doesn't appear to have changed hardly at all from UT2003, but I don't think that's such a bad thing. UT2004, judging by the demo, looks to be an excellent game.
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