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Old 03-06-03, 01:24 AM   #1
AngelGraves13
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Default S.t.a.l.k.e.r.

S.T.A.L.K.E.R. Official Site

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...sb_xray_17.jpg
http://www.stalker-game.com/_exlink....sb_xray_27.jpg
http://www.stalker-game.com/_exlink....sb_xray_24.jpg
http://www.stalker-game.com/_exlink....sb_xray_15.jpg
http://www.stalker-game.com/_exlink....sb_xray_14.jpg
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Old 03-07-03, 09:48 AM   #2
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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.
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Old 03-07-03, 02:43 PM   #3
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Looks really good... I just hope it's a good game and doesn't get delayed.
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Old 03-08-03, 10:19 PM   #4
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looks sweet so will it work any good on any other 3d cards besides GFX?
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Old 03-09-03, 12:00 AM   #5
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Quote:
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
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Old 03-09-03, 06:29 AM   #6
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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)
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Old 03-09-03, 05:45 PM   #7
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This game looks really cool.
Too bad there's no way in hell I'll have the system for it.
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Old 03-09-03, 07:28 PM   #8
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99 to life, that is a great and interesting looking game. Can't wait for it to come out. Great pick
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Old 03-09-03, 08:02 PM   #9
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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!
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Old 03-09-03, 08:02 PM   #10
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heck yeah, look at that foliage
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Old 03-09-03, 08:06 PM   #11
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lol.....yeah! looks real nice. Makes Unreal 2 look like Half-Life.
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Old 03-09-03, 08:26 PM   #12
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lol, I was pretty impressed by those bushes that move in the wind on SOF II
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