I've a q6600 4gig ddr2 and a 660 gtx, just by setting things in low in the UI (no need for ini tweaks etc) I have a very stable 120fps in duel.
This build is very smooth tbh :) .
Doesn't matter how "smooth" it looks, if its mouse input is terrible, its unplayable unresponsive,pathetic devs, and i even dont talk about how shitty netcode is(was in all ut series) Reflex devs need give them lesson ,how to do things right ! U making fast paced arena fps ,its not ur another shitty 60 fps capped mouse smoothing enabled by default- casual slow paced bioshock crap.Make things right or don't waste AFPS playerbase !!! fucking idiots
Looking at the first video they seem to settle for rather moderate polygon counts considering how powerful their engine is.
If you look at the geometry there is not a lot of complex stuff going on. Some pipes and portholes but it's all fairly OK. I wonder if they use some displacement mapping there too, if so you can turn it off and save a lot of polygons..
They seem to have some pretty amazing designers on board. Looking at the first level, it does so much with seemingly so little, great geometry and composition!
The map is detailed in the right spots, there are focal points that catch your view and make it seem more detailed than it actually is.
"Sorry, we were unable to get the DM-Outpost23 content moved over to the UT content folders in time for this release. We will make it available as soon as we can get it done. Moving content has to be done carefully to make sure we don't break references, so it was too risky to do last minute before we released this build. "
so there is no real way of checking whats up just yet.
I easily captured it in 1080p 60 FPS, had 100-120 FPS while doing so. I run a 4930K and GTX 780 3GB. It used all the VRAM, but didn't get choppy, so it probably adjusts to what's available.
That map is looking great. Awesome that they've finally released Unreal engine for free. I was tempted to subscribe earlier but I don't have a lot of time so I ended up not subscribing, now I'll definitely play around with it a bit :]
tbh i think id will come around to the idea tbh and start doing similar things in the future, be nice to a awesome quake and ut titles back on top for a while again
They had lots of problems with doom4, no time/resources to use the new engine for a new quake live.
ql and rtcw low priced + skins etc like csgo with new graphic could be a big thing
Looks good all round, the training mode works well and we all know the engine is solid.
BUT
Mouseinput and movement feel wrong and it has nothing to do Beta/Alpha/BunnyHopping as this seems a core thing with the engine for a long time.
Perhaps stick in a couple of presets which players can select to replicate their fav games. Just the way it feels. Its hard to explain, but coming from quake to unreal you would know what I mean.
Quake (I don't mean bunny hopping)
Counterstrike.
Unreal.
Those things would NOT change how the game plays, it would just give you a higher playerbase.
yea people keep saying that i think i must be so used to it i dodnt notice it anymore it was relly noticeable at the start but there are other unreal engines games that have defeated that problem so what ever it is totally gone by it full realease
That's the thing after a while you get used to whatever and can adapt, but it makes transition between the two harder at the embryo stage of getting new players.
yup, mouse doesn't feel like quake engined mouse input. feels sluggish when making small corrections (i'm at 25cm/360). the movement is also hindered by the slow player accel, makes tracking people with movement more awkward compared to games with higher accel.
If you're used to quake you're never going to prefer unreal.
Its really a case of are you bored of quake and are you willing to make a sacrifice to play something with a potentially different direction and a rejuvianted community with potential competions etc.
If you're not prepared to let go of quake you'll never like unreal.
i was finally able to join a match earlier. for a pre alpha it's pretty good already i'd say and i was surprised how good it actually runs on my comp (i5 3570k @ 4,5ghz, radeon 7950). btw i loved ut99 and hated 2k4. it's definitely closer to the original. the gameplay is pretty quick. i don't care much for the walldodge though and have no idea what this crouch/sliding business is all about. i hope it doesn't turn into q4 crouch-sliding.
another thing that's really annoying to me personally is that the weapon / player / item models are way too skinny. i'm having trouble telling stuff apart. maybe it's just me, but they could definitely be a bit more chunky imo.
also the hud is weird as-is but i'm sure there will be away to adjust that eventually. i've had my doubts but having played this build for a bit i'm actually looking forward to the finished game.
serious: i like the skinny characters. they were very skinny in ut99 and chubby in 2k3, 2k4 and ut3. it's very easy to hit a wider target so the skinny one is a challenge.
Didn't go to qcon and didn't see the doom 4 demo, but can any1 compare this to the single player demo that they saw of doom 4 at qcon ? Idtech 6 vs whatever this is (ue4?). Whos gonna win the w4r
couple more things that I hope will be changed eventually:
a) i'm having a hard time placing ASMD combos. i somehow can't really tell how far an ASMD ball has traveled before i hit it. maybe it's got to do with the fact that most maps don't have any textures yet or so. i dunno.
b) flak is way overpowered
c) the HUD is a mess.
d) RL crosshair. wtf is that shit.
e) haven't found any good gfx settings yet. i like postprocessing and simpledynamiclighting off on outpost (gets rid of the glare when you leave/enter the sniper are) but it looks like shit on other maps. again, probably because they're not done yet.