DeanoCalver said:No we are not using Gamebyro
We (Splash Damage) use a different engine.
Good Sir, get your ass back on B3D and spill all the tech beans. Thank you.
DeanoCalver said:No we are not using Gamebyro
We (Splash Damage) use a different engine.
legend166 said:Also, is is now mandatory that every futuristic game have a main building that is really, really tall?
Half Life already did it folks, let it go.
Flavius said:Is it now mandatory that every fantasy game have a half-naked elf chick that is really, really hot?
Dyno said:This question sounds rhetorical AND redundant.
DeanoCalver said:No we are not using Gamebyro
We (Splash Damage) use a different engine.
sykoex said:Thank god. I was starting to worry there wouldn't be any new first person shooters to play.
That's a pretty unfair comment since this developer was forged out of FPS modding and went on to do commercial FPS development. I understand where you're coming from, but it isn't like Splash Damage is hopping on some bandwagon. They were clearly going to make an FPS; it's what they do.sykoex said:Thank god. I was starting to worry there wouldn't be any new first person shooters to play.
I agree, I'm a huge fan of the first-person perspective, and not just for shooting. I think there's a lot of interesting ground to explore there, and I'm glad there are people exploring it.bdouble said:I don't get that complaint either Chris Remo. I mean the first person perspective has so much to offer. Yeah its shooting but its going in other directions lately. Its not going to go the way of the point and click and other genres that died. Hell it might bring some of those elements back to the forefront. Action sliced with some interesting detective work wouldn't be a bad thing.
With things like Mirror's Edge, Zeno Clash, Condemed, and even Killzone 2 which are all putting you in a different place from the first person perspective with actual weight and feeling you aren't just a camera on wheels. Finally people are starting to model the rest of your body.
Source: http://www.1up.com/do/newsStory?cId=31744561UP said:Tuesday
* Afternoon
* 1:00 PM - 6:00 PM
----Brink preview
[23:34] <+Tron-> http://www.splashdamage.com/screens_brink/004_tb.jpg
[23:34] <+Tron-> You trying to see that is ingame?
[23:34] <@jRAD> it is
I have no idea what that is...EDIT-That link mentions virtual texturing, too. The plot thickens...
b.e.r.g said:Maybe... but why are they so damn secret about it? And how come ID isn't involved at all this time around?
Btw, from #splashdamage:
... was confirmed many times as real screens.
EDIT:
I have no idea what that is...
DeanoCalver said:Screen shots are real. Seems to spend a fair amount of my career saying that
Engine is a heavily modified Quake Wars Engine (idTech 4), its got a totally new renderer, console improvement (job system for multi-core/PS3) + lots of other things.
Virtual Texturing (full name Sparse Virtual Texturing), is a technique to have almost unlimited textures in game. We render a mini view of the game each frame, see which textures are actually visible and then stream them off disk on demand. So the only real limits to textures is how much is visible (also we don't need to bring in the stupidly high res ones until your close enough to actually see the high res details).
Deano's back! Welcome back...your works looking great, glad you found something cool since Ninja TheoryDeanoCalver said:I see jaggies, see the shadow on the column to the left of the light beam.
If you've got a shit hot PC with AA maxed out, thats what it will look like. For obvious reasons screenshots are taken with the best settings (at very high res as well, because of print magazines). Those shots were rendered in-game and dumped to disk as a TGA with NO further touch ups.
Less extreme platforms will have less AA, were aiming of at least 4x on both PS3 and XBOX. 720P with 4x AA is our reference resolution and AA setting.
xbhaskarx said:That character directly above my comment is one of the lamest I've seen in a long time. I would go into details but it's everything but the gun. Okay, I'll do it: tiny head, stupid number of band-aids, giant nose, stupid tats. And what's he wearing, cargo pants and football shoulderpads?
DeanoCalver said:I see jaggies, see the shadow on the column to the left of the light beam.
If you've got a shit hot PC with AA maxed out, thats what it will look like. For obvious reasons screenshots are taken with the best settings (at very high res as well, because of print magazines). Those shots were rendered in-game and dumped to disk as a TGA with NO further touch ups.
Less extreme platforms will have less AA, were aiming of at least 4x on both PS3 and XBOX. 720P with 4x AA is our reference resolution and AA setting.
Will there be tapir tattoos? Plzplzplzplz!DeanoCalver said:Thats why the game has extensive character customisation, so you can pick what you look like.
Are you doing the ports in-house this time?DeanoCalver said:Screen shots are real. Seems to spend a fair amount of my career saying that
Engine is a heavily modified Quake Wars Engine (idTech 4), its got a totally new renderer, console improvement (job system for multi-core/PS3) + lots of other things.
Virtual Texturing (full name Sparse Virtual Texturing), is a technique to have almost unlimited textures in game. We render a mini view of the game each frame, see which textures are actually visible and then stream them off disk on demand. So the only real limits to textures is how much is visible (also we don't need to bring in the stupidly high res ones until your close enough to actually see the high res details).
Flying_Phoenix said::lol Talk about stereotypical American character designs (I.E. Big and Shaved Headed with Guns).
Doesn't look too bad though.
Spoit said:So I'm still unclear, is it a SP or MP game?
Giantbomb did an interview with one of the devs:Spoit said:So I'm still unclear, is it a SP or MP game?
Bethesda's only the publisher here. Splash Damage is the developer.Sleeker said:
I like Bethesda games but i like The elder scrolls more.
DeanoCalver said:Screen shots are real. Seems to spend a fair amount of my career saying that
Engine is a heavily modified Quake Wars Engine (idTech 4), its got a totally new renderer, console improvement (job system for multi-core/PS3) + lots of other things.
Virtual Texturing (full name Sparse Virtual Texturing), is a technique to have almost unlimited textures in game. We render a mini view of the game each frame, see which textures are actually visible and then stream them off disk on demand. So the only real limits to textures is how much is visible (also we don't need to bring in the stupidly high res ones until your close enough to actually see the high res details).