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Old 09-08-04, 02:10 PM   #13
SavagePaladin
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Default Re: Interview with Tim Sweeney

It's a free bonus pack (and editor's choice edition with said pack and mods included)
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Old 09-09-04, 11:17 AM   #14
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Default Re: Interview with Tim Sweeney

Quote:
Originally Posted by SavagePaladin
It's a free bonus pack (and editor's choice edition with said pack and mods included)
ECE is due out at the end of Sept. The new content will be a free patch out about the same time. And the next offical patch from Epic has some of the new stuff there..just not hidden (and its mainly code).
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Old 09-10-04, 07:47 PM   #15
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Default Re: Interview with Tim Sweeney

Questions...

1.) Is he retiring anytime soon

2.) is his ultimate goal in game engines, to reach photorealism

3.) Will it be possible to have soft shadows on every surface in UE3?

4.) Is the renderer for UE3 basically done?
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Old 09-10-04, 11:11 PM   #16
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Default Re: Interview with Tim Sweeney

Does UE3 have an OpenGL render path? If so, which spec is it targeted?
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Old 09-11-04, 07:05 AM   #17
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Default Re: Interview with Tim Sweeney

When will you ask Tim the questions?, Wenzula?
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Old 09-12-04, 02:02 PM   #18
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Default Re: Interview with Tim Sweeney

I am going to send him the questions tomorrow morning!
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Old 09-12-04, 02:39 PM   #19
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Default Re: Interview with Tim Sweeney

Cool.. Where will the interview be posted?
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Old 09-12-04, 03:01 PM   #20
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Default Re: Interview with Tim Sweeney

I am going to post it on my website.

Here are my final questions:

personal questions

Q: Please introduce yourself and what position you have at Epic Games?

Q: How long did you work for Epic Games?

Q: What game are you currently playing?

Q: What’s your opinion about Far Cry, DOOM 3 and the upcoming Half-Life 2? Do you think there will be any competition between Unreal Engine 3 games and
the other games? If you do so, please tell us where do you see benefits and where disadvantages of the Unreal Engine 3?

Unreal Engine 3 related questions

Q: Which DirectX 9 versions and features are you going to support?

Q: In addition to that, what is your opinion on the Pixel Shader 2.0b and Pixel Shader 3.0? Where are the differences and where do you see benefits?

Q: What are your thoughts about HDR (High Dynamic Range rendering) and will this feature be included in Unreal Engine 3 titles?

Q: What is your opinion of vendor exclusive features like the 3Dc compression technology? Are you going to support it? Futhermore: What compressions technologies will be supported with the Unreal Engine 3?

Q: What are your thoughts about PCI Express and will we see any benefits by using a PCI Express GFX instead of an AGP version?

Q: Are you focusing of one or two specific graphics areas, like John Carmack did with dynamic shadows in Doom 3 and Valve are doing with facial animations and world physics in Half-Life 2. Or are they just making an all-round engine and thus dividing their work all over the visual areas?

Q: What kind of specs are you shooting for as minimum requirements?

Q: Will it be possible to have soft shadows on every surface in UE3?

Q: Does UE3 have an OpenGL render path? If so, which spec is it targeted?

Q: Will mod authors have access to write their own Pixel Shaders to use? Or we will have to use the new materials interface?

Q: Now with the introduction of vehicles in UT2k4, what do you plan to include like new features in UT2k5? I know that properly nothing is certain yet, but it would be fun to hear what kind of ideas you have for the next UT game.

Q: Will there be any Unreal games to be introduced before you starts using UE3 in your games? (i.e UT2005)

Q: How far are you in the development of Unreal Engine 3 and when do you expect it to be finished?

Epic Games related questions

Q: How many Engineers/Developers are working at Epic Games at the moment?

Q: How do you finance yourself (Epic Games)?

Q: We all know that you are in nVIDIAs "the way it is meant to be played” program. Can you tell us how nVIDIA supports you and what do you have to contribute? Maybe offer a special rendering path for NVIDIA cards, like id software did with DOOM III?

Q: How does the TWIMTBP affect the relationship to other GFX vedors like ATi?

Future related questions

Q: What do you expect (wish) for DirectX Next and the Shader-Model 4.0 or whatever Microsoft will call it?

Q: During the last three years graphics-companies have brought us programmable vertex and pixel shaders, high-quality anti-aliasing, floating point rendering, and high-level shading languages. So what’s the next big thning technology-wise?

Q: In addition to that: What do you see as the biggest issues to overcome in the next few years? (software- & hardwarewise)

If you have any additions, please feel free to post them!
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Old 09-12-04, 04:38 PM   #21
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Default Re: Interview with Tim Sweeney

Sweet!

edit:nvm
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Old 09-16-04, 09:51 AM   #22
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Default Re: Interview with Tim Sweeney

So what is your website? Have you got the answers yet?
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Old 09-17-04, 08:42 PM   #23
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Default Re: Interview with Tim Sweeney

Where is teh interview???
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Old 09-18-04, 02:31 AM   #24
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Default Re: Interview with Tim Sweeney

Well, sadly I will not get the answers in the near future! Tim Sweeney wrote me an e-mail that he do not have to answer them at the moment because he is going on a trip to asia! But he promised me to answer them, when he is back!
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