Newsgroup: it.comp.giochi.action
Titolo: [Lungo] Aggiornati i dati tecnici di UE3

Non mi sbracate lo scroto con il link per la fonte, beccatevi la lista cosi' 
com'e'.
Inutile dire che cosi' com'e' caga in bocca a tutti. Cryengine 2 compreso.
BA: C'e' la G.I. che a te piace tanto, in GoW 2 l'avrai.
Rendering Technologies
Direct3D 9/10, OpenGL 2 support
Improved and enhanced hybrid scene management
64-bit and 128-bit color High Dynamic Range lighting and rendering pipeline
Full day-night cycle with sunrise and sunset effects
Many post-processing effects
Light bloom
Lenticular halos
Depth-of-field
Motion blur
Image based lighting
Image based rendering
Many more
New LOD system
Dynamically deformable terrain rendering system
With 'real' displacement mapping (a.k.a. vertex texture fetch or dynamic 
vertex texturing)
Dynamic LOD for all meshes
Full dynamic object for all environments
Terrain system
With LOD
With height-mapped
With voxel rendering
Procedural vegetation layer
Included Interactive Data Visualization's SpeedTreeRT (Unreal Engine 3 IPP)
Seamlessly interconnected indoor and outdoor environments
Many shadowing techniquies
100% fully dynamic real-time fuzzy soft shadows for all environments
16x sampled shadow depth buffers for characters
Stencil shadow volumes for dynamic lights
Pre-computed shadow-masks for static lights
With self-shadowing
With all normal mapping techniquies
With all displacement mapping techniquies
With all lighting techniquies
Many more soft shaodwing techniquies
Support for shader models 2, 3 and 4
Geometry shader support
Support for shader model 5 with OpenGL 2.x and DirectX 10.1 (SOON)
Extensible material shader system
HLSL, CG, GLSL shader language support
Many volumetric effects
Height fog
Height water
Height fire
Advanced extensible particle system
Soft particles
Volumetric particles
Volumetric explosions
Volumetric clouds
Volumetric fire
Volumetric water drop
Volumetric blood
Volumetric dust
Volumetric rain
Volumetric snow
Volumetric hail
Many more
Voxel-based particle effects
Many per-pixel lighting techniquies
Parameterized phong shading
Spherical harmonic lighting
Real-time spherical harmonic maps for all lighting types
Real-time ambient lighting
Real-time ambient maps for all lighting types
Radiosity lighting
Fully real-time PRT(Precomputed Radiance Transfer) radiosity pipeline 
support
Global illumination
Fully real-time true beam tracing global illumination for dynamic lights
Included Geomerics's Enlighten (Unreal Engine 3 IPP)
Sub-surface scattering
Many more lighting techniquies
Many normal mapping techniquies
Parallax mapping
Steep parallax mapping
Bump offset mapping
Offset mapping
Per-pixel displacement mapping with distance function
Parallax mapping with offset limiting
Relief mapping
Relief texture mapping
View dependent displacement mapping
Relief texture method
Virtual displacement mapping
With self-shadowing
With z-bias correction
'Real' displacement mapping (a.k.a. vertex textures fetch or dynamic vertex 
texturing)
With LOD based tesseration and deformation
With real-time lighting
Displacement mapped water effects
Displacement mapped snowy effects
Voxel rendering system
Voxel-based terrain
Vexel-based environment
Voxel objects
Voxel rendering system for hardware accelated
Static voxel objects
Dynamic voxel objects
Real-time fully dymanic wheather effects including rainy, snowy, windy, hail 
and cloudy with volumetricaly and physicaly, interactivity inenvironments
64-bit colored 8192x8192 size texture support
Non-power-of-two size texture support
Many Animation System
Included OC3 Entertainment's FaceFX Technology (Unreal Engine 3 IPP)
Included Digimask's Digimask SDK (Unreal Engine 3 IPP)
Il resto l'ho segato.
-- 
Rochenrol pam pam gapstei abuda (cit.) 

 Il resto l'ho segato.
fonte?

 Cryengine 2 compreso.
Nn comprendo! che motore grafico sarebbe se nn e' il cry2? 
proj.off.
-- 
Postato da Alice Newsgroup: lo usi da web ma con le funzioni del newsreader 
http://newsgroup.alice.it
Gerarchie it, italia, it-alt, tin, it.binari. Unico!

 proj.off.
OK scusa nn avevo letto tutto il titolo!
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ok scusa nn avevo letto interamente il titolo.
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BlackAngel - Neural Noise ha scritto:
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Rainbowsix vegas nn utilizzava l'u3? nn mi sembrava il massimo , 
anzi faceva cagare rispetto filmati di crisys!!!
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 fonte?
http://www.tecuting2.it/c026029/hh/index.php?x=2f775ec89c3871b85d39d4c677372720
:)
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 anzi faceva cagare rispetto filmati di crisys!!!
Non c'e' una sola build del gioco, l'engine e' in costante lavorazione.
Le build per PC e console erano separate fino a poco tempo fa, adesso 
l'engine e' una versione unica che gira per pc (DX9, DX10, OGL2), Mac 
(OGL2), 360 e gaystation 3.
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 ha scritto nel messaggio 
news:12406835.1176980632198.JavaMail.newsgroup@sc-ng-1...
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santocielo che cosa c'entra anche il giochino dei robot usa l'UE3 anche GOW 
usa l'UE3, con risultati lontani miliardi di chilometri
crysis (non criys) non è ancora uscito e nemmeno loro sanno come sarà quando 
arriverà sul mercato

 :)
la mia fonte è migliore perchè depura l'organismo e ti fa fare tanto plin 
plin 

Lord Alucard ha scritto:
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ma dai lord ,che se rainbow six usava l'u3 c'e' poco da stare 
allegri!!!!
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scusa ancora lord ....sto incasinato co 3 fogli excel in 
contemporanea!
nn avevo letto che mi avevi gia' risposto con questa "quotazione"
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