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CVG: Everyone's singing the praises of the Unreal Engine 3 at the moment. As a developer who's working with the engine, do you think it lives up to the praise?
Cambiotti: I think any engine it has its positives and its negatives. Unreal 3 has been really helpful as a package that gives you a stepping stone where 'OK, I have my multiplayer component, I have my animation package' - stuff is ready to use right out of the box, and that does save a lot of time. It saves programmers' time, it saves artists' time, it saves animators' time; it really is good.
It can use quite a lot of memory so you don't have as much memory to play around with the environment and you do have to live with certain constraints that the Unreal Engine has. For example if you have this cool new idea that just isn't supported by that engine you can only go as far as the engine will take you.
We knew what we were getting ourselves into, we had a pretty big engine analysis - should we take our internal engine that we had for Ghost Recon, do we use Unreal 3? We decided to choose Unreal 3 in the end so that means that the positives outweighed the negatives.
I have NO idea how they got an average of 46 FPs for the 1900XTX... I run with a 1900XT and the most i can get is 35 but with lows of 10 or 15. So somewhere along the line they are just staring and the floor to get those numbers.
Unless im doing something totally wrong with my setup or some tweaking that i don't know of is somwhere that could make all the difference
What has the Unreal Engine 3 technology brought to the Rainbow Six table?
Stephane Roy: UE3 gives us the possibility to push the details of all the environments, but also interaction. It's an impressive engine that we learned using with Rainbow Six Vegas. Also it's a great engine for Multiplayer needs.
Yeah, we had a Ubi guy at the TXGF ATI Ultimate lan, along with their frag dolls. Already e-mailed and replied back from Nvidia on the SLI issues.
Silly people, the XBOX 360 version used the U3 engine (just like Gears of War did)... being a direct port, you think the engine magically changed to something else :Q.
SCDA is Unreal Engine 2, which is why we did not do performance tests of it.
One of the major issues we have had during our testing is the exclusion of a usable timedemo feature. Timedemo functionality has been included in previous generations of Splinter Cell, and even the readme file distributed with SCDA makes reference to using its timedemo feature to test the performance of in-game settings. Without the ability to make use of a timedemo, we had to fall back on FRAPS for our performance testing. This does introduce a higher degree of variability to our tests, but our numbers will reflect the performance gamers will see when playing on a system similar to our test configuration. Hopefully Ubisoft will release a patch that exposes the timedemo (and console) features that are inherent in games built around Unreal Engine 2. If they do, we will be there with an update to our testing.
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