xexex said:http://scr3.golem.de/screenshots/0503/speedtree_ut3/unreal3_01.jpg
http://scr3.golem.de/screenshots/0503/speedtree_ut3/unreal3_08.jpg
http://scr3.golem.de/screenshots/0503/speedtree_ut3/unreal3_09.jpg
http://scr3.golem.de/screenshots/0503/speedtree_ut3/unreal3_10.jpg
http://scr3.golem.de/screenshots/0503/speedtree_ut3/unreal3_11.jpg
http://scr3.golem.de/screenshots/0503/speedtree_ut3/unreal3_12.jpg
Pjero said:This engine needs more polygons.
Pjero said:This engine needs more polygons.
SpeedTreeRT delivers low-polygon, highly realistic trees and plants, with adjustable wind effects, seamless LOD transitions, and a library of hundreds of tree models from more than 100 species. SpeedTreeRT also includes SpeedTree CAD, which will enable Unreal Engine licensees to create and edit animated trees in real-time.
SpeedTree technology has also been integrated into the Unreal EngineÂ’s decolayers, so forests can be painted directly onto the terrain, eliminating the need to place trees individually. Although the trees appear at unprecedented detail, thanks to the efficiency of the SpeedTree technology, any foliage will have a minimum impact on frame rates.
dorio said:Any video's of speedtree? No way I can run those executables on my machine.
I'm not just looking at the rock, but the rock is an eyesore all the same.Dr_Cogent said:You're not supposed to just look at the rock!
Overall, yeah, it's pretty neat. That doesn't mean I can't comment on what needs to be improved for me to really be blown away.My God, look at the scope of whats being done, and all you dopes can do is nitpick.
Error Macro said:So true. 1,500,000+ polygons per scene is not enough...
OmniGamer said:![]()
This is the only shot that looks bad to me.
human5892 said:If games next gen look like this, then yeah, I will be underwhelmed as Sal Paradise Jr said. It's impressive, but nearly the leap I was hoping for.
If games next gen look like this, then yeah, I will be underwhelmed as Sal Paradise Jr said. It's impressive, but not nearly the leap I was hoping for (CONTEXT: I know not all games will be running on this engine, I haven't seen it in motion, bad art direction, just an environment, etc. -- I'm just responding to the screens and comments at hand).
No, but decently-textured surfaces would be nice.Tellaerin said:What the hell do you expect, man? Gahiggidy's holograms?
As I said, I'm not denying there's some impressive stuff being thrown around up there.Fight For Freeform said:If you didn't notice the HUGE jump in technology...just take a look at the self shadowing and the shadows on the ground.
Secondly, note that the rock (probably a static mesh) has the shadows applied to it! It's pretty crazy, especially when compared to today's engines!
OmniGamer said:![]()
This is the only shot that looks bad to me.
Tellaerin said:What the hell do you expect, man? Gahiggidy's holograms?Seriously, if you're expecting photorealistic humans and organic environments in real time next gen, stop now. It's not going to happen. We're getting much closer, and I can see it happening about two console generations from now, but we've still got a ways left to go. Some of you really need to start lowering your expectations to more realistic levels.
HOW DID YOU FIND MY CAR?!Pimpbaa said:The graphic whorism in this thread makes me think some of you are from the future where the ps4 and xbox 720 are already out.
These screens are the beginning of a process. Some of you clowns need to quit acting like the proverbial little kid in the backseat yelling: "are we there yet". Appreciate it for what it is, and understand that the improvements will come with time and experience.
Yeah, it does depend on the situation, I agree. I was mostly treating this as an environment I'd be walking my character through, but if it was for, let's say, a racing game, it'd be more than fine.Fight for Freeform said:But I do accept them in this situation, and the biggest reason is that I think that this technology is mostly for creating some backdrop elements of the background. Now, if a level featured you walking through such a forest and you had to hide behind them and stuff...they should definately boost the texture quality. But if it's just for a backdrop for a racing game...then this kind of quality is acceptable.
That was my favorite shot. You know what they say about opinions.SantaCruZer said:agreed.
human5892 said:Yeah, it does depend on the situation, I agree. I was mostly treating this as an environment I'd be walking my character through, but if it was for, let's say, a racing game, it'd be more than fine.
I'm not forgetting that, and I completely agree -- I'd rather have better-looking characters than beautiful rocks. That still doesn't make that rock look good, though.Tellaerin said:Unless it's a game like Myst, you should have more important things to do than standing around nitpicking the texture quality of bark.The thing you seem to be forgetting here is that in most UE3 games, these landscapes are going to be populated--you're going to have playermodels and other meshes running around the environments you're seeing here, not just a lone character wandering around in a forest somewhere. That being the case, I'd rather see the trees stay just the way they are in those screenshots, and have the developers use the resources this frees up for characters and items you'll be interacting with. It's a better use of limited resources than lavishing detail on something most (normal) people are going to consider nothing but background, anyway.
Well, considering this engine is brand-new and can't even be run on current consoles, I don't see what the point of begging that question is.tahrikmili said:Anyone who isn't wowed by these trees.. please do try and show me a tree that looks half that good in ANY published game?
OmniGamer said:![]()
This is the only shot that looks bad to me.
What the hell do you expect, man? Gahiggidy's holograms?
human5892 said:Well, considering this engine is brand-new and can't even be run on current consoles, I don't see what the point of begging that question is.
AssMan said:Well what impresses me is the jump from games like MGS1--------->MGS2. I don't really see a leap in graphics as far as the example I just gave.
SpeedTreeRT™ Named Sole Foliage Middleware Partner for Next Generation Xbox® Platform
Mama Smurf said:If I compare it to, say, the opening area in RE4, you can maybe see what I mean:
![]()
Now obviously, UE3 is technically better. Larger trees, sharper textures, leaves on the trees etc. But thanks to the leaves on the ground, the placement of the trees, the basic of design of the trees...I actually prefer RE4's look.
Of course, the good thing about all of that is it's design and artistic choices. Give the RE4 team the UE3 and we'll get the best of both.
Buggy Loop said:Might be technologically impressive but its so off at the same time, its everything i hate about normal mapping, everything looks like it dipped in oil.
Dr_Cogent said:Whats bad about it?
cybamerc said:Looks awful. More polygons and less crappy shaders please.