AlanHemberger said:downloading now, but online co op??? **** YES
Karma Kramer said:Yes plus you can play Co-op through System Link and Split Screen!
pure sex.Karma Kramer said:Yes plus you can play Co-op through System Link and Split Screen!
manxor said:Wow, so split-screen CoOp made it. I always knew Gears was going to have online coOp...
Is MP 4-player split-screen though?
Karma Kramer said:I kinda doubt it... just because how would you see in a 4 split screen third person shooter?
Seems like it, it's on the official websiteTTP said:Is it confirmed it uses the Unreal Engine 3 too?
Tieno said:Seems like it, it's on the official website
http://www.gearsofwar.com/about/
'Powered by Unreal Engine 3
The only obvious choice to power the Emergence Day era, its visuals, and its gameplay is the brand-new Unreal® Engine 3, which provides an unparalleled amount of detail without taxing the processor
Fredrik said:They need to lock the framerate at a minimum of 30fps if this game is going to have the effect that Microsoft is hoping it will have.
yepOrlics said:That's E3 footage, right?
What I saw running a few days ago at TGS was very very smooth. Much better than anything we saw of that game until nowFredrik said:They need to lock the framerate at a minimum of 30fps if this game is going to have the effect that Microsoft is hoping it will have.
Blimblim said:What I saw running a few days ago at TGS was very very smooth. Much better than anything we saw of that game until now![]()
That's great news, far too many games on the 360 has problems with the framerate and this is kind of the game that is supposed to show off what the Xbox 360 is capable of, anything below 30fps will turn into a trollingfest.Blimblim said:What I saw running a few days ago at TGS was very very smooth. Much better than anything we saw of that game until now![]()
Karma Kramer said:Yes plus you can play Co-op through System Link and Split Screen!
A solid 30 fps? Tearing?Blimblim said:What I saw running a few days ago at TGS was very very smooth. Much better than anything we saw of that game until now![]()
Fredrik said:That's great news, far too many games on the 360 has problems with the framerate and this is kind of the game that is supposed to show off what the Xbox 360 is capable of, anything below 30fps will turn into a trollingfest.
That's fantastic.Blimblim said:I saw tearing for about 5 seconds during the 15 minutes demo. I had one instance of slowdown during a realtime cutscene. That's it. VERY impressive.
The problems exist, however.I've played almost every 360 game to date and the framerate has never been a problem for me. the same shit is going to happen to most PS3 games and the xbots will jump all over that also
Here's a comment from a Gears developer on that stuffdark10x said:A solid 30 fps? Tearing?
If that's the case, my hat is off to the team as I was having doubts that they could pull it off. The game is incredible looking and considering that nearly every game I own for the 360 has framerate problems of some sort, I had little faith. Of course, they are trying to sell two different products with the release of Gears of War. If the creators of the engine were unable to release a game with a smooth framerate, that would reflect negatively on UE3.
It was somewhat sad that, up until now, the only UE3 game demonstrated to the press/public with a smooth framerate has been Fatal Intertia. :\
Hopefully other developers using UE3 will be able to hit a target of AT LEAST 30 fps with vertical sync enabled.
http://gearsforums.epicgames.com/showpost.php?p=24608843&postcount=24There are hybrid solutions to VSYNC. Gears of War uses VSYNC whenever a frame takes less than 33ms to render and immediately displays the frame if it took more.
This means we VSYNC > 30 FPS (and hence clamping to 30 FPS) and don't drop down to ~20 FPS (32ms + 16ms) just because the framerate might be 29 FPS in rare cases.
In practice, this is the best of both worlds as you get VSYNC 99% of the time and don't get hitches the 1% of the time where strange things happen that cause the framerate to drop slightly. This has been working out great for us, allowing consistent high framerates with minor glitches here and there not ruining the butter smooth feel ;-)
-- Daniel, Epic Games Inc.
Tieno said:Here's a comment from a Gears developer on that stuff
http://gearsforums.epicgames.com/showpost.php?p=24608843&postcount=24
dark10x said:That's fantastic.
How was the game itself looking? Have they further enhanced the animation? Any other improvements/additions since E3?
The problems exist, however.
I have some faith that PS3 will offer us higher framerates on the whole. While some games were still rough at TGS, we saw a suprisingly high number of 1080p titles (including some at 60 fps) along with some very impressive 720p titles at 60 fps. Capcom commented that it was impossible to achieve 60 fps with their new engine, yet they are doing just that on PS3 with DMC4. That gives me faith.
The PS3 may not be significantly more powerful than the XBOX, but perhaps the boost will end up being just enough that we see higher framerates more often. Also, based on last generation, there were more developers working on Sony hardware with a higher framerate standard. The vast majority of "important" XBOX titles struggled with framerate, so 360 really isn't all that different at this point. We'll see...
Tieno said:Here's a comment from a Gears developer on that stuff
http://gearsforums.epicgames.com/showpost.php?p=24608843&postcount=24
The game looked totally awesome. The only bad thing I can say about it is that the skins of the characters was still a bit too shiny during the cutscenes. Everything else was simply perfect. Killer app confirmed for me.dark10x said:That's fantastic.
How was the game itself looking? Have they further enhanced the animation? Any other improvements/additions since E3?
What baffles me is that Epic has about 70 people, 3 teams large (UT, Engine and GOW) and the GOW team is around 20-35 people (around 45 when lots of art was needed). That's what Cliffy said in an interview a while ago....Mojovonio said:Epic truly is Epic.
Blimblim said:The game looked totally awesome. The only bad thing I can say about it is that the skins of the characters was still a bit too shiny during the cutscenes. Everything else was simply perfect. Killer app confirmed for me.
I saw the game running on a big ass plasma TV (like 50 inches) and the lack of AA was not a problem at all. Honestly now that I think about it, I didn't even notice that there was no AA at all.
Tieno said:What baffles me is that Epic is about 70 people, 3 teams large (UT, Engine and GOW) and the GOW team is around 20-35 people (around 45 when lots of art was needed). That's what Cliffy said in an interview a while ago....
Maybe I was too focused on what was going on on the screen to take the time to check the jagged edges, or maybe the motion blur helps hiding them, or maybe Epic is magic. I don't know. All I can say is that there will be a lot of OMGWTF in here when you guys start getting some HD footage of this gameMojovonio said:So the game uses no AA and yet looks as smoothe as it does? That's a pretty incredible feat.
Mojovonio said:So the game uses no AA and yet looks as smoothe as it does? That's a pretty incredible feat.
eso76 said:they did say that even without AA they would think of something to reduce aliasing. Not sure what it means, but apparently it works : )
Brashnir said:they need to send a tip on whatever they're doing to the guys making Stranglehold. That game would look seriously hot without all the aliasing.
So the game uses no AA and yet looks as smoothe as it does? That's a pretty incredible feat.
Captain N said:I'm pretty excited about the game and sure hope the online play will be fun for a long time. I don't expect to spend as much time online with GoW as I did Halo 2 or Rivals, but it should keep me busy until the end of the year (at least).
you can reduce the effect of jaggies by not having highly contrasted object to backgrounds.eso76 said:they did say that even without AA they would think of something to reduce aliasing. Not sure what it means, but apparently it works : )
shpankey said:you can reduce the effect of jaggies by not having highly contrasted object to backgrounds.
I never said that framerates were hitting unplayable levels, but rather, that most games I own for the 360 (around 14-15 games at this point) suffer from lots of dropped frames and tearing. It's a rare thing indeed to find a truly stable 360 game. They are still quite playable, but the visual impact is pretty strong for me and impacts my enjoyment. It's not a problem for you, and that's great, but that's just how I feel. It's been very disappointing.36WiiS3 said:What games and what problems are you talking about eg: framerate was so bad I could not see who I was aiming at, I crashed into the wall because I didn't see the turn due to the framerate slowdown, I lost the race because I tripped over the shitty framerate. I want to know what I am missing here? or maybe I don't because I can enjoy the awesome explosions of SaintsRow and you can't:lol
Oh yeah, that sounds fantastic. I'm glad to hear that it is shaping up so well.The game looked totally awesome. The only bad thing I can say about it is that the skins of the characters was still a bit too shiny during the cutscenes. Everything else was simply perfect. Killer app confirmed for me.
I saw the game running on a big ass plasma TV (like 50 inches) and the lack of AA was not a problem at all. Honestly now that I think about it, I didn't even notice that there was no AA at all.
dark10x said:Oh yeah, that sounds fantastic. I'm glad to hear that it is shaping up so well.
Did you happen to catch any audio during this presentation? We've heard the voice acting and sound effects, but I'm curious as to which direction they've decided to go with the soundtrack. Any music present?