UT on Playstation2
by Steve Gibson, Mar 13, 2000 1:47pm PSTA couple of reports on the Unreal Tournament port to Playstation2 for you guys to take a look at. Firstly PS2.IGN gives their impressions on how things are going. Then check out the PSXNews.com guys who talk about the new technology Epic was showing off (outdoor terrain etc)
The outdoor environment we saw featured gorgeous trees, that were realistic looking, and also contained independent branches. The leaves were detailed using alpha-blended (the leaves will feature deep detail such as veins going through the leaves). The water effects are still being worked on, but what I was shown was the same effects featured in the PC version of the PS2.
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That's to be expected with unfinished products. And I'm seriously betting that the PSX2 version of UT is currently unfinished.
Your whining is starting to annoy me.
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"So far the CPU is doing all of the work," Reinhart explained. The next step is to have Epic programmer Tim Sweeney move the rendering part of the engine over to the PS2's custom hardware to smooth out the framerate. They also plan to change the menu system to make it a little more "console-y."
What you call unfinished, I call remarkable progress. Besides, it's not the version that's due to be released...
And yes, the Unreal engine is highly optimized for the GLide environment; I won't deny that. I imagine it must be fairly difficult to port an engine optimized and "perfected" (I use that lightly) for one environment and get it working every bit as quickly as it does in GLide.
Face it, you're not going to get 100 frames per second in UT in D3D. Not going to happen no matter what nVidia or Epic does. But once nVidia supports palletized textures, at least there will be no hitching, and the game will be playable, which is what truly matters. Epic has acknowledged that part of the problem is in their code, but NOT ALL OF IT is Epic's fault. Why does nVidia refuse to support a feature that many other video cards do? I'm sorry, but I consider it pretty pathetic to not support a feature that even a 3dfx board supports...and I personally like nVidia.
And you can keep your hollier than thou attitude, since I recall your criticism of a few products in more than one post too.
During the demonstration, Epic programmers Brandon Reinhardt and Tim Sweeney ran through a converted version of DM-Codex, one of the game's original deathmatch levels. The player model was equipped with the rocket launcher, which had both primary and secondary fire modes properly functioning. The level itself was almost identical to its PC counterpart in terms of layout and item placement.
The game itself was running at a slow 10fps, however. Greenmarine (Reinhardt) attributed the game's lack of performance to the PlayStation2's awkward programmability. While porting over the code from the PC to the PS2 isn't a problem, tweaking the console's two vertex processors, which has to be done in assembly, is proving to be a pain. However, Epic is confident that the game's frame rate will quickly climb back to acceptable levels after a few more months of fiddling.
The PSX2 has an 8 meg memory card + the possibility of a hard drive, so patching is not completely out of the question.
2nd, the PSX2 comes with USB ports, so attaching a mouse or keyboard is quite possible (but unlike windows, there is no OS to handle those devices, so the game itself must have the driver code).
X-Box on the other hand, I'm worried about. I think one of the functions of the 8gig Hd is so that they can slack off and patch crap rather than get it right the first time :/
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As games get more and more complex, QA'ing them also becomes more complex. Granted, developing for one system is much better than developing for a generic PC (in terms of optimizing, bug tracking, etc). Still though, the possibility of a bug coming out of a complex system is relatively high.
Also, let's say Sony comes out with this new fangled (is that a word?) device that makes the mouse obsolete. It would be great to be able to "patch" your current games to make it support this device.
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Bottom line, the QA for Consoles is much more astringent than the QA for Computer games, BECAUSE of the ability to patch. Hence, why Q3A was released so early...
[revolver]
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- Val
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-Ze BFF d00d
I cant help myself :)
-Ze BFF d00d