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Ships Ahoy - Unreal Tournament 3

Midway announces that Unreal Tournament 3 is shipping, and Epic's shooter sequel is now (or soon) available in the US for the PC, with the PS3 edition to follow. A beta demo (story) offers a sample of the game, and here's word:

CHICAGO - November 19, 2007 – Midway Games Inc. (NYSE: MWY), a leading interactive entertainment publisher and developer and world-renowned developer Epic Games Inc., today announced that the highly anticipated and award-winning Unreal Tournament 3 game has shipped for PC. Building off 2006 Game of the Year, Gears of War's massive success, Epic Games has brought the world's premiere and multi-million unit selling first-person-shooter back to the PC. Unreal Tournament 3, rated "M" for Mature by the ESRB, is available for a U.S. suggested retail price of $49.95, with the PC collector's edition available for a U.S suggested retail price of $59.95. Unreal Tournament 3 is also scheduled to be available soon for the PLAYSTATION®3 computer entertainment system.

"Unreal Tournament 3's superior graphics and gameplay experience take the award-winning Unreal franchise to a completely new level," said Steve Allison, chief marketing officer, Midway. "The game truly defines what fast-paced, frenetic, intense first-person shooter gameplay should be."

"Unreal Tournament 3 delivers on the promise of high-caliber game quality that gamers have come to know and expect from Epic Games and the Unreal franchise," said Mark Rein, vice president, Epic Games. "The power of Unreal Engine 3.0 has enabled the development team to set new expectations for what cutting-edge graphical and gameplay quality for a first-person shooter should be."

Unreal Tournament 3 has been met with numerous awards and critical acclaim from some of the industry's most respected media outlets:

        • "Best of E3" E3 2007 - GameSpy
        • "Best of E3" E3 2007 - ShackNews
        • Runner-Up, "Best Graphics Technology" E3 2007 - IGN
        • Finalist, "Best Shooter" E3 2007 - GameSpot
        • "Most Innovative Games of E3" - E3 2007 - GamePro
        • Nominated "Best PC Game" E3 2007 - GameTrailers
        • Nominated "Best First-Person Shooter" E3 2006 - IGN
        • Nominated "Best Online Multiplayer Game" E3 2007 - Game Critics Awards
        • Nominated "Best Online Game" E3 2007 - GameTrailers
        • Nominated "Best Graphics Technology" E3 2006 - IGN

39. Re: No subject Nov 19, 2007, 17:02 Bundy
Not the entire scene had AA applied to it when you forced U3E games to run AA. I asked a friend who's a graphics programmer, as to why AA doesn't work with D3D9. This was his response. It's lengthy:

"Typically, in forward rendering, you would draw an object with a shader defined, which can include receiving light and shadowing information and you draw that directly to teh backbuffer. With AA on, the GPU is able to take the result of each shader (which runs per-pixel) and apply it on a per-fragment basis and this applies to both depth and colour. So when rendering to the back buffer, the gpu is able to fill up all of this per-fragment data giving you antialiasing (since there are multiple fragments inside each pixel). Deferred rendering is different in that, when rendering the geometry, you draw not the final lighting calculations, but the information that the lighting calculations require, to a series of textures that are stored inside the gpu this information is stuff like the normal of the pixel, the depth, specific texture information such as diffuse values, and so on. Then, lighting is applied like a post-process, similar to bloom: you draw the geometry that covers the light to the backbuffer, using a shader that looks up all of the data you generated earlier by just doing a texture lookup on the fullscreen textures. That is the essence of deferred rendering: storing some kind of information about the scene into a full-screen texture so that any further operations needing that data operate independently of the scene geometry.

One major pitfall of this approach, compared to forward rendering, is the loss of antialiasing. This is because those textures you're looking up store per-pixel data not per-fragment data. So when doing all of the final rendering, you're operating on data that is too low frequency to do any kind of effective antialiasing with Unreal Engine based titles, they don't do full deferred rendering, but they do use that full-screen texture business for the shadowing part of their rendering, which without deferred rendering would force the scene to be re-rendered many, many, times (note: I'm pretty sure that's the only place when it's used; I'm not 100% on that). Anyways, that shadowing information cannot be antialiased on D3D9. The reason why it's possible to do antialiased deferred rendering on D3D10 is one added feature of that API, and that is being able to lookup a multisampled texture properly."

This comment was edited on Nov 19, 17:04.
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