Quote:
Originally Posted by Witoubo
The funny thing is they aren't using a bleeding edge engine. It's Unreal Engine 2, hacked up massively but still the same graphics core that has been around since 2003 and runs Lineage 2.
The Doom 3 Engine
CryEngine 2
Unreal Engine 3
Source
Those can be bleeding edge if you get into all of their features.
One problem is what they are trying to get UE2 to do. You can prop it up with a high end PC but in the end a different engine could get similar results with much less hardware. Another problem is their art assets, quite frankly, stink. There is way too much geometry, texture selection is poor, and bump mapping is massively overused. I am guessing their concept renders look fantastic but whatever process they have to convert those into actual game assets must be extremely weak.
I think this is where the complaints of "my PC can run everything else fine, why is vanguard such a hog?" come from.
1. What we have done with the Unreal 2.x engine is astounding -- major props to the programming team, etc. It *is* a fast engine and it was also relatively easily modified to add bump mapping, specular, per pixel lighting. And we were also able to make it seamless, although I wouldn't say that was easy.
2. The other engines you list I don't believe were available when we started production. We looked at a lot of engines before we started coding Vanguard in mid 2002 and Unreal 2.x was the best, hands down. (the Doom 3 engine might have been, but it wasn't designed to handle large outdoor spaces like an MMOG needs whether it's seamless or not).
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