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| [May 30, 2012, 8:05 pm ET] - Share - Viewing Comments |
Mark Rein tweets that Epic has prevailed in their legal battle with Silicon Knights in U.S. District Court. Silicon Knights accused Epic of failing to support their licensing of the Unreal Engine 3 for Too Human, and sued Epic. Rein says simply: "Case over. Jury finds for Epic on all counts." Rather than winning a settlement, Giant Bomb reports Silicon Knights is now on the hook for $4.45 million in damages in this case. Thanks VG247.
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| 18. |
Re: Epic Wins Case Versus Silicon Knights |
May 31, 2012, 04:21 |
Wolfen |
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Beamer wrote on May 31, 2012, 00:34:
Wolfen wrote on May 31, 2012, 00:27:
Beamer wrote on May 30, 2012, 23:24: Man, it's obvious who here hasn't been in a studio using UE3.
No support? Have you ever tried anyone elses' engine? UDN is pretty much amazing. I second your sentiments. The entire reason UE3 became an industry standard is because Epic hired people to make easy-to-use tools and hired people to actually explain those tools, create tutorials and answer questions. You know, people to train and support. From there it snowballed, but some of the claims here are baffling and clearly coming from people that dislike Epic and not people that have used a variety of engines in a professional (or even academic) setting. Plus it has anti-aliasing, it has FOV controls, and it supports DX11 in ways that likely make it the single most advanced engine out there right now despite claims in here that "it's flawed and only supports consoles." Sorry, guys, but no console can run the stuff shown in last year's Samaritan demo - that was all PC exclusive. Hate Epic all you want, but try to at least remain factual with your UE3 bashing. Some of the stuff said in this thread is so far incorrect you may as well be making it up. "UE3 only runs on TI-82 graphic calculators and only supports the color pink!"
Also, I still haven't played many games without texture pop-in (or, actually, any FPS that I can think of), nor does it matter much to me as it only happens within the first 15 seconds of a level loading. I see it as an issue, but not a big one. Would people prefer it loads levels 15 seconds longer? Or do you guys get it when you turn, like in Rage when it first launched? I've never seen texture caching issues in UE3 after the first few seconds of a level. Or, really, in anything but Rage. Coming from a fan of the id tech engines (tools, namely radiant) and having used UE3, LithTech, other Proprietary engines, and various other tools, Unreal Tech is my favorite to work with "content" wise. |
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