While some of them are appearing in magazine ads and the box cover (potentially), the web guys managed to snag the bulk of them for placement here--so you get to see them first! Here are the full TWENTY new shots from a recent build of the game
Mark is buried in the citadel editor. With support from both Scott and Dave, we should be playing with new code and new assets very soon. Of course we've been playing lots of Arena matches, trying to balance Dave's new maps, so to illustrate, I'll give you a couple of quick captures.. <snip>
Unreal had, in most cases, significantly less detailed geometry (levels) and character meshes (characters) than we do. This means our scenes are more complex and therefore take more time/horsepower to render. If you go and stick a 500 poly mesh on the screen (hands need to be detailed to look decent) then you are increases by an order of magnitude the number of polys on screen and therefore the rendering time would go up.
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