Duke4 & Software Rendering
by Steve Gibson, Sep 01, 1999 2:46am PDTIt looks like DukeNukem4Ever is in fact still in development. The almost always silent 3DRealms guys made a chirp last night with George Broussard making a post to the 3DR BBS talking about software mode in Duke4. Check it:
I wouldn't be surprised to see Software go away in DNF. It's a real hassle to add things that look cool in hardware then have to deal with the software version ramifications of that. We had decided to go hardware only way back in the early days with Prey, so it woulnd't be outside the realm of possibility that we go hardware with Duke. The bottom line is that is software looks "ok" and won't cost us weeks of extra development time to keep it current with the hardware version, it can stay. But as of right now, we've all but abandonned software mode and have the attitude that hardware is the priority. The reality is that no system ships now without a 3D accelerator. Added to that will be a flood of Voodoo 2 level cards on the market as new hardware ships. And once everyone can have 3D acceleration for under $100, it becomes the same issue as a sound card. Just go buy one. George Broussard
Daily Filter: The Witcher 2: Assassins of Kings Enhanced Edition, MLB 12: The Show
Cradle trailer shows off Russian indie adventure game
WoW Monopoly, StarCraft RISK announced at Toy Fair
Jersey Shore's 'The Situation' signs App deal
Blacklight: Retribution open beta begins Feb 27



Comments
LAWL
Do you have a secret for us? Has Q3A gone on sale already? It\'ll probably be bog-standard for single player yes, but don\'t talk shit before you eat a burrito.
Hopefully we\'ll see some really nice Q3 engine stuff.
Comparing Q2 and Unreal engines doesn\'t really make sense. Both of the guys who programed them will tell you that they were designed to do different things. The Q2 engine was designed for, well, Q2. It was a big deal what with OpenGL and everything, and it\'s fast. The Unreal engine is such a hog because they had to make some design decisions, and they wanted big open areas and stuff like that. You can compare it to Descent3 having and indoor and outdoor engine I *guess*.
And if you ever tried your hand at Q2 Halflife map making (or any Q2 based game) you will know that bsp\'ing a map is a bitch. This is CPU intensive procces takes hours and hours to vis and bsp a medium sized map; a map as large as some of the Unreal maps we\'ve seen would take days to render. (I have a p2400 BTW)
Unreal maps do not use this proccess. Unreal maps only take a few seconds to go from the map editor -> playing your map in the actual game. I have never heard of his unreal \"low-poly\" count thing before, and have never personaly run into that problem.
And the best part is the Unreal textures and lighting STILL look better than any Q2 based game.
And Unreals Fractal Textures....ummm soo sweet.
No doubt DNF will use all the features of the Unreal engine + push it even futhur, and we will get a kick ass game.
Don\'t get me wrong, I still love playing all the quake games. But since you brought up map limitations, I thought I should say something.
Sorry if you still don\'t understand my point, but I guess you may need some mapping experiance to understand what I\'m trying to explain.
If somebody converted a Quake3 level at a high tesselation level to Unreal, it would probably run at like 5fps.
#7: It will more likely come out in the next millenium :)
By the way, where the hell is that guy who writes * N U K E D *?? This is the thread man, this is your chance to post something on topic!
;)
hah!
er.. hrm. I must be tired.