Unreal Engine Plans

A post to the BeyondUnreal Forums (thanks HomeLAN Fed) has word from Epic's Tim Sweeney on where they've been focusing their efforts for the next iteration of their Unreal engine. Here's a bit:
We already have polygon count where it needs to be. We're going to be focusing on per-pixel rendering and getting the quality of each pixel on screen as high as possible. So there's a bunch of different technologies there: dynamic shadowing technology, stencil buffer and shadow z-buffers. But the whole idea is that every object in the scene should cast realistic shadows with respect to every light source in the scene, and every pixel you see should illuminate properly that way. Of course that's easy to say and there are some solutions for that, like stencil buffering. But to do that properly you really want fuzzy shadows everywhere because most light and most environments are quite diffused and if you look around you very seldom see a really sharp shadow edge somewhere. So a huge amount of effort and processing power goes into implementing fuzzy shadows effectively in real-time. That's been a significant part of our R&D right there.
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Re: And then there was doom...
Jan 25, 2004, 17:51
27.
Re: And then there was doom... Jan 25, 2004, 17:51
Jan 25, 2004, 17:51
 
Capable of what? Soft shadows? DOOM 3 uses stencil shadows and while the engine still looks very cool, the shadows are so sharp it looks like they could cut you.

Precisely, what the Doom3 does has also been feature complete since a long time on the Unreal engine. The shadows and lighting in DXIW is not different to what we'll see in D3.

But Epic is currently investigating time and money and how to make realistically looking soft/diffuse shadows without the need for a nv60... of course also Id software could be researching in this domain but his is currently unknown...

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  Re: And then there was doom...
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