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UT D3D Demo Status

by Steve Gibson, Sep 23, 1999 8:58am PDT
Related Topics – Unreal Tournament, Demo

Got another update on the Unreal Technology page following the release of DirectX7 yesterday. Looks like the D3D version of the demo is currently in final testing as we had all hoped/expected. Check it G:

Now that DirectX7 is available, we're doing final testing and tweaking on the upcoming Unreal Tournament demo with Direct3D and OpenGL support, coming in the next few days. One thing we've found on DirectX7 is that NVidia TNT2 performance is not fill-rate limited until you get to very high resolutions.  During testing, performance at 640x480 seemed a bit slow, but as we increased the resolution, the frame rate was hardly impacted at all.  So 1024x768 seems to yield the best overall experience on this card. I've enabled support for 32-bit color textures under Direct3D, which significantly improve the graphical quality, with a 10-15% frame rate impact.The Direct3D code now uses vertex buffers, which speeds up mesh and text drawing a bit





Comments

17 Threads | 17 Comments











  • #2: Not piss poor programming, more like lack of oversight, or rather predicting the future ^_^

    I suspect Unreal was so optimized for Glide and software (really the only choices when Unreal was developing) that they made some design decisions that hurt them when it came to try out other APIs.

    Heavy texturing was a decision that most likely hurt them big time. But try and redesign an engine at this stage and see how far you can get.

    Plus, Glide has been mature for a long time *SHRUG*

    I don\'t really care. It\'s a game. Deal with it.

  • It\'s all a matter of priorty. Since the Unreal engine took four years to create, it was begun back when glide was the only viable solution for hardware acceleration. Since then they have tacked on both OpenGL and Direct3D, but that hasn\'t been the biggest focus of their attention. I\'m guessing that they\'re net coding has been their biggest issue. This also explains why Unreal has wound up in bed with 3dfx (and please, don\'t even say that they aren\'t). They see that non-glide acceleration is a problem for them and so they support the video card that makes their game look good. I would to. What I blame them for, however, is the smarmy way that they\'re going about it. Hell, they even praise 3dfx in the UT demo\'s readme. They also decided to disallow the implementation of even *basic* T&L support (ala Nvdia\'s new GeForce 256 and friends). I don\'t like Epic\'s choice of bed partners, but other than expressing and explaining my dislike, I\'m afraid there isn\'t much I can do about it. As for the D3D UT demo still being a few days off... sigh.... looks like Epic is back to its old tricks, eh? Oh well, a duck with quack. It appears that the release of DX7 was just another way for Epic to shift the blame to elsewhere. Hell, it took several weeks for Sweeney to admit that Unreal\'s network unplayability was due to something more than internet congestion.

    Meanstryk