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Microsoft chooses Unreal 3 engine for next generation games

element

Member
I can't see Bungie or Rare being ok with using external tech. Both of those companies pride themselves on the tech and tools.
 

Mooreberg

is sharpening a shovel and digging a ditch
element said:
I can't see Bungie or Rare being ok with using external tech. Both of those companies pride themselves on the tech and tools.

Maybe you know more than you're permitted to say, but if there is any hope of having Halo 3 out against PS3's launch wouldn't Bungie need to use an engine that is already up and running? It took them three years to get Halo 2 out on hardware they already were familiar with, and it still had a number of graphical glitches.
 
The scalability and flexibility of Unreal Engine 3.0 must be amazing. If I remember correctly what was shown at E3 last year was the Unreal 3.0 Engine running on a 6800 Ultra that was only able to push the engine to around 25% of what it actually can do.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
element said:
I can't see Bungie or Rare being ok with using external tech. Both of those companies pride themselves on the tech and tools.

i would have agreed with you prior to seeing halo 2.... but bungie ditched their own physics engine in favor of havoc, so anything is possible.

Seems lazy to me.

Surely a new engine built up around the strengths and weaknesses of the next gen consoles would be superior to an old engine ported from PC's?.

at first, i had the same reaction. but whos to say that this deal hasnt been in the works for quite some time, and unreal engine 3.0 hasnt been developed with xbox 360 directly in mind? and i'd hardly call the engine old when we havent even really seen any game using it, just a few demos...




as has been stated by several others in the thread, this is the future of console gaming. get used to it. it should prove quite beneficial to gamers as much more time can be spent on creating content then coding engines for each and every single game. also, those that want to continue as they have (ie, making their own games from scratch) can still do this. its a win win situation IMO

i for am am stoked.
 
op_ivy said:
as has been stated by several others in the thread, this is the future of console gaming. get used to it. it should prove quite beneficial to gamers as much more time can be spent on creating content then coding engines for each and every single game. also, those that want to continue as they have (ie, making their own games from scratch) can still do this. its a win win situation IMO

i for am am stoked.


The other thing that it opens up is that games could be released with much greater frequency due to a more rapid development. I'm not quite sure if that's a good or bad thing.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
sonycowboy said:
The other thing that it opens up is that games could be released with much greater frequency due to a more rapid development. I'm not quite sure if that's a good or bad thing.

your right, and i did mean to mention that. i think thats definitely beneficial. instead of a team like bungie getting 2 games out in a generation, maybe they'll now be able to do 3?

potentially though, i suppose that some developers could just use the saved time to release a game quicker, instead of polishing it and adding content... basically have the same quality games you see, on average, this gen. so, even if its not beneficial for any other reason then the turn over rate at which a studio can make a game, its still beneficial.

i really dont see any negatives in this regard. i doubt developers will cut even more corners in the content creation process (from using the unreal 3.0 engine, not the "marketplace". whole nother can o worms).
 

B E N K E

Member
It doesn't say Microsoft are only going to use Unreal Engine 3 for all of their next generation games in the press release... To me it sounds like they have on an option to use it for every game, but they don't necessarilly have to.

Microsoft Game Studios Selects Unreal Engine 3 For Next Generation Xbox Platform

Epic Games' Unreal Engine 3 technology and tools to be used in games developed by and published by Microsoft Game Studios

*******UNDER STRICT EMBARGO UNTIL 11:30am (PST), 9th MARCH 2005*******

RALEIGH, March 9th, 2005 – Epic Games, one of the world's leading developers of cutting-edge computer and video games and the pioneer of the award-winning Unreal® Engine, today announced that its Unreal Engine 3 technology and tools will be used in games developed by and published by Microsoft Game Studios. Earlier this year, Epic became an official licensed tool and middleware provider for the next generation Xbox® platform, and its partnership with Microsoft Game Studios further demonstrates its commitment to meet the challenges of developing for next generation hardware, and to deliver tools and technology that empower the development and publishing communities to efficiently deliver high quality, unique content.

In using Unreal Engine 3, the Microsoft Game Studios team will be able to truly exploit the unique hardware features of the next generation Xbox platform and harness the enormous power that its team has at its disposal.

"We only work with the best partners and utilize the best technologies, and Epic and the Unreal Engine 3 hit the mark on both those fronts," said Shane Kim, General Manager, Microsoft Game Studios. "Our teams are creating incredible games and content for the next generation Xbox platform, and by integrating Unreal Engine 3 into our development infrastructure we are able to really maximize our teams' performance and deliver the quality content and creativity that the market has come to expect from us."

Mark Rein, vice president of Epic Games agrees, "We are hugely excited that Microsoft Game Studios have selected Unreal Engine 3 for its next generation Xbox platform games. It's an opportunity for us to show the industry the true capabilities of our tools and technologies and is a testament to the incredible amount of hard work by our teams here to deliver tools and technologies that are 100% tuned into the needs of next generation development. It further demonstrates our ability to deliver the most flexible, most productive tools and technology in the market today."
 
I can't see Bungie or Rare being ok with using external tech. Both of those companies pride themselves on the tech and tools.

that may be true, but pride in the tech and exceedingly long/late dev times ain't gonna cut it...

They may not have any choice in the matter. Of course then the talent can leave. Can you imagine the fallout on the board if Jason Jones joined Naughty Dog? :lol :lol :lol Rubin? Jones? It's Jason goddammit! :lol
 

Mooreberg

is sharpening a shovel and digging a ditch
When you look at the number of big franchise games that have come out in the last six months or so (GTA, Halo, MGS, Gran Turismo 4, etc) it's pretty obvious that if publishers want to get new installments out before 2007 they need to find a way to cut down development time. I can see a new GTA before then (obviously) since DMA has never had a problem with using middleware at the expense of having amazing graphics. The rest of them are going to want to keep impressive visuals.
 

GashPrex

NeoGaf-Gold™ Member
Personally I have never understood why it's necessary for devs to make a new engine for every game. Talk about inefficiency. It's amazing the amount of $$$ that is wasted each year in the industry. There are so many assets that could be reused in games that it's unbelievable. And I am thankful that people are starting to see this towards the end of this gen and into next gen because it's just going to get that much more expensive and complicated. There just isn't going to be room for mistakes and misuse of resources like there was in the past.

Read some postmortums on gamasutra and almost all the mistakes are from a purely planning/mismangement perspective and not a technology side. It's a relatively new industry and it's still taking baby steps, but it's time to grow up.

Whether XNA or other such movements are useful are not I don't know but the concepts behind them are correct.
 

Kobold

half-wit retard monkey's ass
Doom_Bringer said:
I think the whole point of this is to cut costs and time, so that the devs can focus on making a quality games. Looks like all or many MS titles will be using this engine.
I think Bungie stated their engine was already pretty much ready for the next-gen? I thought that would be one good reason why it was semi-compromised...
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
well, the coolest sounding demo for unreal 3.0 still hasnt been shown (the "scifi soilders being attacked by aliens"), but what was shown looks the same as the old demos... with a few really cool new bits. video 4 is far and aaway the most impressive though. beautiful city and water
 

retardboy

Member
The second demo showed off one of the newly-announced features of Unreal Engine 3--seamless level loading. Basically, the engine is capable of loading several levels simultaneously, so the game will analyze where a player is going and load the next level ahead of time. By the time you reach the new level, it will already be in memory. This means that, after the initial load to start a game, players will not experience any level loading at all. To demonstrate this, Epic showed a futuristic dune buggy driving through the streets of what looks like a gritty European city. (If anything, it looked very much like a far more detailed version of Half-Life 2's City 17.) The buggy careened through the empty streets and then cut across a park, and it did so seamlessly. This means that in addition to no level loads, the game will be capable of creating huge, Grand Theft Auto-like worlds to explore. To finish the buggy demo, the camera pulled back to reveal a glimpse of a stunning and crowded cityscape along with the glistening waters of a huge bay.

There you go, no level loading for the people who were complaining at the begining of this thread.
 

FightyF

Banned
Hmm..will they be using UnrealEd for all level design? :)

I was dissappointed in their UT 2003/2004 engine...but this new one looks ok. It just doesn't seem totally unified from a lighting perspective...but hey, it can do everything else pretty good. Network, sound...and the tools for level creation (it can do terrains pretty good) are solid.
 

Jotaro

Banned
Why do you think Carmack is doing a whole new engine for the next ID game?

Plus ID's engines are maleable to no end. The modified Quake 1 Half-Life engine still holds up pretty well today. How about Call of Duty? It's all Quake 3 come to think of it! Quake 4 is coming out, don't you remember what happened when Quake and Unreal Tournament came out head to head and similar things happened?

Quake 3 was more maleable, Unreal was more developer firendly. So if Unreal succeeds, maybe that is because developers became lazy in the end, that or having too tight deadlines. :lol
 

Kobold

half-wit retard monkey's ass
Jotaro said:
Why do you think Carmack is doing a whole new engine for the next ID game?

Becuase he said so? :)

The Armadillo work has been very rewarding from a learning-lots-of-new-stuff perspective, and I’m still committed to the vehicle development, even post X-Prize, but the work at Id is back to a high level of interest now that we are working on a new game with new technology.
 

Dr_Cogent

Banned
goomba said:
Seems lazy to me.

Surely a new engine built up around the strengths and weaknesses of the next gen consoles would be superior to an old engine ported from PC's?.

Old engine? Whaaaaaaaaaaaaaaaaaaaa?

:lol :lol :lol :lol :lol :lol :lol :lol :lol :lol
 
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