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Old 12-19-02, 03:53 AM   #25
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3dgamers...only place I look!

Nice game, graphics are decent, shadows are just as good as Doom3, but RUNS!

I'll try it out more tomorrow...
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Old 12-19-02, 03:56 AM   #26
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man I wish this demo was longer, hehe, or at least the full version would come out sooner. C'mon you modders! start breaking this demo down and put out some great stuff! Nevermind.
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Old 12-19-02, 09:13 PM   #27
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Wow. Even on my little punk GF2 the demo looks great. I can only imagine what kind of goods I'd be seeing with a real card. I think this is going to be the game that prompts the inevitable upgrade. So much for waiting for the FX.

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Old 12-24-02, 01:37 PM   #28
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all the stealthy stuff you can do in this game is awesome.
i really like the fact that you can take a hostage and force him to talk to you
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Old 12-24-02, 09:52 PM   #29
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Quote:
Originally posted by sbp
I'll pay to download demos once they start paying me to play the demo!
No doubt!

Afterall, we pretty much pay already at the retail shelves to "beta test" the garbage that allready lines them!
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Old 12-24-02, 10:59 PM   #30
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Quote:
Originally posted by Matthyahuw
3dgamers...only place I look!

Nice game, graphics are decent, shadows are just as good as Doom3, but RUNS!

I'll try it out more tomorrow...
This game does not use the samme shadowing technique as doom3 I belive, here only the characters casts real-time shadows (and forget about self-shadowing) and most (all?) of the other objects (bars and fences) use shadow mapping (a texture map). These other objects shadowmaps does not move if you move the light source. In Doom3 I think everything casts real-time shadows and thus can be affected if you i.e move or turn off the light-source. In addition, doom3 often uses more than one lightsource. This can create very nice effects.

Then we have bumpmapping, which I didnt see much of in the Splinter Cell demo (for PC, I've yet to play it on XBox)

The polygoncount in Splinter Cell is ok on the main character, but the surroundings are very bulky. The tree where you start is a good example of what I mean:

http://217.8.136.112/root/pix/Splint...spritetree.jpg

The branches are just sprites... There is no object detail setting so I take they - as almost all others - ditched it and went for a one-poly-setting-for-every-system approach. This is only a buggy demo so the final release might have it, but we can't deny the lack of polycount detail sliders in other games either. Quake3 had a simple one with 3 modes, but even the highest was nothing to speak of. I'd wish a much, much higher polycount that could improve just like the resolution and any AA or AF have with never systems and 3dcards.

I want real-world applications that can give us a pointer exactly how good that T&L/vertex shader is, especially in the upcoming GFFX (and the R300 with its promised 75MTriangles/sec).


It's a fun demo, but I'm not fond of the Unreal engine. (on a related note, should game developers get sued because they are using a proprietary API that is owned by MS when there is a fully functional alternative?)

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Old 12-25-02, 11:15 AM   #31
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Game looks POO
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Old 12-25-02, 10:21 PM   #32
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does anyone know how to show the fps on screen? i want to know how much im getting, it runs pretty smooth on 1024X768,
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Old 12-25-02, 10:54 PM   #33
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go grab FRAPS
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Old 12-25-02, 11:28 PM   #34
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just bring down the console with "tab" and then type in "stat fps" . It will be on the top left of the screen.
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Old 12-26-02, 09:33 PM   #35
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nm
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Old 12-27-02, 03:44 AM   #36
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Quote:
Originally posted by [eNv]-LORD-eX-Bu
just bring down the console with "tab" and then type in "stat fps" . It will be on the top left of the screen.

thanx man im getting 30-40 fps on 1024X768 all seettings on high
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