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Project Sword announced for iOS (from Epic Games, Unreal Engine)

Wow that looks really impressive.
I really want to get an ipod touch or an iphone but I keep waiting for the newest one to come down in price and then they release a new one that's better ;_;
 
StuBurns said:
I took a screenshot.

16351647.jpg

Nice, it must look insanely good on the Iphone 4's super high DPI screen.

Edit: Its ridiculous how many of the UE3 effects they've managed to retain. The majority of the good stuff is all still there. Incredible! :D
 
brain_stew said:
Nice, it must look insanely good on the Iphone 4's insanely high DPI screen.
It's pretty incredible in motion yeah. Looks considerably better than Oblivion on the consoles which I'd say was it's closest stylistic cousin for comparison.
 
Wow. It's amazing that Apple's portable hardware runs games as good if not better than their actual computers, and this is coming from a pretty hardcore Apple fanboy.
 
lol 3 years more and mobile devices will supress consoles in visuals department.
 
brain_stew said:
Nice, it must look insanely good on the Iphone 4's insanely high DPI screen.

Edit: Its insane how many of the UE3 effects they've managed to retain. The majority of the good stuff is all still there. Incredible! :D


It does! My old iphone couldn't run it, but my friend just lemme try it on an iphone 4 needless to say it was an instant sell for me on an iphone 4 :) HAven't been that blown away by something graphically in awhile.
 
dream said:
The lighting in this is pretty amazing.

Mobile%20Photo%202010-09-01%2012%2034%2014%20PM.jpg

Definitely seems to be using lightmass judging by these shots. Which means the baked lighting is actually better than in the vast majority of console UE3 games! :D

Baking in high quality GI is such a perfect fit for a platform like the Iphone.
 
Holy Jesus.

I just can't... believe that my iPad is capable of doing this.
Some framerate dips here and there but... better looking than most of all the games from the PS2/Xbox gen and also from a lot of Arcade and PSN titles.

Simply stunning, you guys are freakin' gods.
 
brain_stew said:
Baking in high quality GI is such a perfect fit for a platform like the Iphone.

I thought lightmass was there from the beginning. I actually went through video lessons on UE3 dated 2008 or 2009 and it was there.
 
I guess those that still doubted whether the iPhone could produce better graphics than the PSP will be avoiding this thread! :lol
 
Dante said:
Holy shit....The demo looks better than a lot of console games......amazing.
was just thinking this, where you cross the little dirt path towards all those tents, there is a bit of slow down. but my god, the scope of the game and distance it is rendering is unreal

edit: and its not even that bad on my 3GS in terms of speed and battery performance
 
So iPhone4/new iPod touch are more powerful than the 3DS ?
 
brain_stew said:
I guess those that still doubted whether the iPhone could produce better graphics than the PSP will be avoiding this thread! :lol

The lacks of jaggies is disturbing me. Jaggies are my little personnal thing that makes gaming on the PSP so unique.
 
subversus said:
I thought lightmass was there from the beginning. I actually went through video lessons on UE3 dated 2008 or 2009 and it was there.

Nah, it was added in 2009 I think before that you had to spam a bunch of local lights all over your maps? I don't know of any released third party console titles that use it yet. Some use Beast instead (like Mirror's Edge) which produces simialr results. It was in UDK from launch though.
 
Squire Felix said:
was just thinking this, where you cross the little dirt path towards all those tents, there is a bit of slow down. but my god, the scope of the game and distance it is rendering is unreal
Indeed. :lol
 
Lost in all the jizzing over the visuals is how well controls work in this engine.

Both tap-to-move and dual analog feel way better in this tech demo than in any other FPS game I've tried on the iPhone. The precision is almost comparable to that of physical analog sticks.
 
dream said:
Lost in all the jizzing over the visuals is how well controls work in this engine.

Both tap-to-move and dual analog feel way better in this tech demo than in any other FPS game I've tried on the iPhone. The precision is almost comparable to that of physical analog sticks.
also, you dont have to have your fingers on the sticks, it just has to be on the right and left side of the screen and it tracks where it goes from that spot you touch down originally.
 
dream said:
Lost in all the jizzing over the visuals is how well controls work in this engine.

Both tap-to-move and dual analog feel way better in this tech demo than in any other FPS game I've tried on the iPhone. The precision is almost comparable to that of physical analog sticks.
I like the tap to move better, it's especially neat how you can turn your head as you're walking. I wish there was some way to disappear the circles for the analog controls.
 
Neuromancer said:
I like the tap to move better, it's especially neat how you can turn your head as you're walking. I wish there was some way to disappear the circles for the analog controls.
I agree. Tap-to-move and looking around while crossing that bridge is great.
Hm, now I want an Elder Scrolls game for my iPhone :lol
 
Can anyone tell me if there's AA applied when running it on iPhone 4?
The iPad should be able to do it too, but I think that AA is only possible with iOS4.
 
felipepl said:
Holy Jesus.

I just can't... believe that my iPad is capable of doing this.
Some framerate dips here and there but... better looking than most of all the games from the PS2/Xbox gen and also from a lot of Arcade and PSN titles.

Simply stunning, you guys are freakin' gods.
Can't the A4 chip before it is underclocked run at about the same performance and speed of a netbook?
 
ILikeFeet said:
I guess I'll just admire the pictures then.

Requirements:Compatible with iPhone 3GS, iPhone 4, iPod touch (3rd generation), and iPad. Requires iPhone OS 3.1.0 or later.

If you read the link in the OP. ;)
 
CliffyB said:
Hey Cliffy, any chance of "export to iOS" or an iOS alternative of UDK? I will guess most likely not, or at least not any time soon, but it would be very nice. It would remind me of the days of UT99 mapping, making maps just with bsp's and dragging / scaling / rotating the textures around them :lol
 
Squire Felix said:
Can't the A4 chip before it is underclocked run at about the same performance and speed of a netbook?
This isn't only about processor speed I believe... there should be a lot of effects based on OpenGL 2.0 that wouldn't run (or would barely run) in the average John Doe's netbook.
 
Squire Felix said:
Requirements:Compatible with iPhone 3GS, iPhone 4, iPod touch (3rd generation), and iPad. Requires iPhone OS 3.1.0 or later.

If you read the link in the OP. ;)

that I didn't. but I went to the app store and saw that it was 82 MB. I said no thank you. I am very conservative about the space
 
holy god. what's even more amazing than the tech is the fact that i can dload (part of) this thing a blink after it was teased at the presentation.
remember those times when you walked months through forums like this only to spy some tiny screens/news for cool, upcoming releases that seemed 11.000 years away?
no it´s instant mind melting. :lol

i mean, imagine to download the Bioshock Infinity demo playtrough in interactive form seconds after Levine presented it.



to quote old Steve: it´s amazing, isn´t it?
 
Loaded up the tech demo on my iPhone 4. The framerate was a little choppy. I started to run around, the analog sticks got stuck, and then my phone crashed :P

It was pretty though!

EDIT: Loaded it back up after the phone rebooted, and the framerate is better. No freezing/crashing this time either :P
 
Struct09 said:
Loaded up the tech demo on my iPhone 4. The framerate was a little choppy. I started to run around, the analog sticks got stuck, and then my phone crashed :P

It was pretty though!
"Always restart after downloading apps"
 
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