Author Topic: unreal 3 : 64 bit colour, per pixel lighting FX.  (Read 2952 times)

Offline TrinireturnofGamez

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unreal 3 : 64 bit colour, per pixel lighting FX.
« on: May 14, 2004, 12:04:25 PM »
yes! 64 bit colour.. more lag for us... more sales of the engine for them.
 a next generation per pixel lighting engine that looks BETTER than the one in DIII
better game physics and higher poly models.

can't wait for UT 2005/2006                    
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unreal 3 : 64 bit colour, per pixel lighting FX.
« on: May 14, 2004, 12:04:25 PM »

Offline coldstorm

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #1 on: May 14, 2004, 01:03:16 PM »
since the current next gen of graphics card have no current support for 64 bit colour  we need new drivers :D .also since most people can't tell the difference between over 4 billion colour what we going to  do with the 8 billion billion also is it even possible for current day monitors to show that man different colours get new one as well                    

Offline Rampage

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #2 on: May 14, 2004, 02:34:20 PM »
Quote
yes! 64 bit colour.. more lag for us... more sales of the engine for them.
 a next generation per pixel lighting engine that looks BETTER than the one in DIII
better game physics and higher poly models.

can't wait for UT 2005/2006


firstly, 64bit colour and thing doesnt mean more sales for them, infact it means less sales. because the average gamer aint have the money to go and get that kinda hardware.

secondly how the mother c-e-n-s-o-r-e-d you gonna compare d3 to u3 engine? u3 is a next next gen. it aint coming any time soon. cant compare them man, i go understand if you comparing hl2 to doom3, but you cant compare u3 to d3 engine. when d4 engine come out then you can compare it because both will be next next gen. jeeze boy                    

Offline TrinireturnofGamez

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #3 on: May 14, 2004, 03:38:07 PM »
i mean more sales of the ENGINE... it has been in the works for years, and we know that the UT engines are great for game developers ... its like 100 000 USD to buy the engine for a game, they make more money off selling the engine than any single game.

 i CAN compare the engines... both are among the first engines available for sale that use per pixel lighting and next gen sound / physics. of course the UT3 engine is more advanced because of the extra time that went into it.. and it uses Direct3d , which has always been quicker at adopting new technologies.

 64 bit colour is not just for MORE colour, it also means more precision for textures and lighting. If you take a new game like FarCry, and turn the colour to 16 bit you will see alot of funny stuff happening to the textures when they are looked at from a distance, and from sharp angles. This is because the game was meant to use 32bit colour precision in order to render them.

 and the radeon 9800 DOES support 64 bit colour : http://www.ati.com/products/radeon9800/rad...0pro/specs.html look at the specs. Its just that there are no monitors supporting it yet..                    
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Offline Rampage

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #4 on: May 14, 2004, 04:35:11 PM »
Quote
i mean more sales of the ENGINE... it has been in the works for years, and we know that the UT engines are great for game developers ... its like 100 000 USD to buy the engine for a game, they make more money off selling the engine than any single game.

 i CAN compare the engines... both are among the first engines available for sale that use per pixel lighting and next gen sound / physics. of course the UT3 engine is more advanced because of the extra time that went into it.. and it uses Direct3d , which has always been quicker at adopting new technologies.

 64 bit colour is not just for MORE colour, it also means more precision for textures and lighting. If you take a new game like FarCry, and turn the colour to 16 bit you will see alot of funny stuff happening to the textures when they are looked at from a distance, and from sharp angles. This is because the game was meant to use 32bit colour precision in order to render them.

 and the radeon 9800 DOES support 64 bit colour : http://www.ati.com/products/radeon9800/rad...0pro/specs.html look at the specs. Its just that there are no monitors supporting it yet..


firstly...they wont be alot of sales of the engine. it will be too expensive and secondly games that going to be on such a high budget usually use another engine. eg farcry, hl2, halo, etc. and thirdly, you dont buy an engine. you doh go to ID and hit them a million and say i taking this doom3 engine fellas. nope doh work so. a % of the funds you make goes towards them. and they dont give the engine to any tom dick and harry, no sir!.

amyway lemme just get back to the sales of the engine part. all the great games use their own engine.
unreal tournament
quake
halo
half life
battlefield
etc

you aint go see a company bringing out a game using the d3 or u3 engine like that at all. firstly it hadda be a real big company and because is a real big company they know that they aiming high and wanna keep their money and not have portions of it diving out to ID or epic. so therefore they have their own engine.

and if you honestly gonna compare doom3 engine to u3 engine then you're truly an a$$. infact lemme remove that censor. you're truly an ass. you go compare a radeon 5200 to a 9800pro? they both have dx9 an thing. steups. cant compare next gen engines in terms of psyhics and thing like that. u3 is on another level, hl2 and d3 an thing engine done make or very near completion. we going to see them games this summer self. when you think we gonna see the next unreal tournament or game to use the u3 engine? how you go compare it ? you comparing like 1year difference man.

you a coke addict. that is like the people comparing a radeon 9800xt to the 6800ultra. steups, foaking idiots oui.                    

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #4 on: May 14, 2004, 04:35:11 PM »

Offline Rampage

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #5 on: May 14, 2004, 04:44:16 PM »
Quote
i mean more sales of the ENGINE... it has been in the works for years, and we know that the UT engines are great for game developers ... its like 100 000 USD to buy the engine for a game, they make more money off selling the engine than any single game.  


unless the person behind the engine name john carmack and have tons of games that using the engine you wont make more money than any single game. farcry using the crytek engine, make tons of money, who the hell going to buy that crytek engine eh? only john carmack engine does make more money than any single game. sof2, cod, rtcw, rtcw et, q3 ...all on the q3 engine.                    

Offline Rampage

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #6 on: May 14, 2004, 04:46:51 PM »
but anyway you say what you hadda say and proved yourself to be a DA yet again. lock thread iwmc. i go pray for your DAism in your soul to reduce a bit.                    

Offline TriniXaeno

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #7 on: May 14, 2004, 05:49:40 PM »
Trini,

128-bit, 64-bit & 32-bit per pixel floating point color formats

That isn't 64bit color.

The human eye can't discern anymore than 32bit, so why bother with more?

..."It is estimated that the eye can resolve roughly 2 million different colors and shades. To get 2 million shades, you need 24 bits of color information per dot, or 24-bit color. This is called "true color."

For almost everybody -- except high-end graphic artists -- 24-bit color is sufficient. However, there are displays that can go to an even higher color resolution. Using 32-bit color produces over 4 billion different shades."

Over 4 Billion....that's a lot of mc colors!!!!                    

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unreal 3 : 64 bit colour, per pixel lighting FX.
« Reply #7 on: May 14, 2004, 05:49:40 PM »

 


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