Hello, you may now embed "gifv" simply by pasting the link (same as youtube). Enjoy!
Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Unreal Tournament 3, formerly known as Unreal Tournament 2007, is the next sequel in the Unreal Tournament series. Epic is promising both the now-expected multiplayer and a fleshed-out single-player mode.
When is it coming out?
This November for PC, 2008 for the PS3, 360 release date is TBA.
- Mark Rein has confirmed that the PS3 version of UT3 will have keyboard and mouse support. No official information on whether the 360 version will at this time.
- Epic higher-ups have been quoted as saying they expect the game to ship with approximately 40 maps.
- At the Gamespot stage demo, it was announced that you can Impact Hammer jump.
Information about what it will take to run UT3 on the PC
A few comments: we're still working on player and pickup visibility - we're confident we've got a system that will address those issues well. We haven't fully implemented this system because we need to make sure all character skins and level lighting is finalized before we tweak it. We also have a very nice material based system for making it easy to pick out team colors on players and vehicles at any distance, where the red or blue is boosted based on distance. That way you get natural looking characters and vehicles up close, whose team is clearly distinguishable even at the furthest viewable distance.
Those machines are way overkill for the highest detail level - the only reason it wasn't turned on was because the option isn't exposed in the menus. We do all of our play testing on 2.5 year old systems with 7800s in them - that's our target medium detail (what you were seeing today) platform. Quad core doesn't help much for performance, but having a dual core machine is a big benefit.
Stinger primary fire is still a hitscan minigun, although that build has some issues with the tracers feeling a touch laggy. Stinger alt-fire is not hitscan, however.
Optimization is still ongoing, so these numbers change on a daily basis. In general, our Unreal Engine 3 games run quite well on DirectX9 class hardware that NVidia and ATI released in 2006 and later, and amazingly well on the high-end cards including DirectX 10 cards. We also support Shader Model 2.0 hardware with minimal visual difference.
The relative performance scores between NVidia's and ATI's best cards vary from day to day as we implement new optimizations. But, for the past year, NVidia hardware has been ahead fairly consistently, and a few months ago we standardized on Dell XPS machines with GeForce 8800 GTX's for all of our development machines at Epic.
Also, the 360 work we did resulted in an engine that also runs well on low-end and mid-range PCs. This is very important for games today; the high-end PC gaming market alone is not big enough to support next-generation games with budgets in the $10-20M range. You need to run on ordinary mass-market PCs as well. In reading PC gaming websites, one might get the impression that everyone owns a dual-core PC with a pair of $600 GPUs in SLI configuration, but the reality is very different. More than 80% of PCs sold today are still single-core, and have very low-end DirectX9 graphics capabilities. Unreal Engine 3 supports those configurations well.