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

brain_stew said:
They don't make the same effort for Wii because the hardware is a terrible fit for their engine, the iPhone isn't. Blame Nintendo for going with such antiquated hardware, not Epic
Huh? The Wii has an ATI graphics chip inside, which AFAIK has satisfactory performance with all their product line-up concerning OpenGL.
 
This game is probably just another Epic's 'tech demo' software used to sell engine to other developers. I don't expect much from the gameplay.
 
felipepl said:
It's a tech demo for God's sake.
And the :lol was about the controls rant.
The thing you can download is a tech demo, the game they announced today which included combat is a game.
 
StuBurns said:
The thing you can download is a tech demo, the game they announced today which included combat is a game.
Hm, yeah, video was so so, but here's hoping that the final game will have substantial content. I mean, that's Epic showcasing the game, they won't let it flop.
me thinks
 
felipepl said:
Stealth edit?
Anyway, doesn't look like from the 90's to me:
http://en.wikipedia.org/wiki/Hollywood_(graphics_chip)

Its an overclocked and very slightly tweaked version of a chip that was taped out in the 90s by ArtX before ATI had any involvement with them. Its in no way comparable to a modern GPU like the SGX 535 featured in the Iphone or any of ATI's GPUs of recent years.

Its an absolutely hideous fit for UE3 which was built around SM3 hardware.
 
felipepl said:
Hm, yeah, video was so so, but here's hoping that the final game will have substantial content. I mean, that's Epic showcasing the game, they won't let it flop.
me thinks
Yeah, I imagine it'll be good when it ships although I thought the video was pretty lame. With the exception of UT3, they haven't shipped a game that isn't excellent this generation. I hope they'll take their iPhone development as seriously.

I hope it doesn't just end up feeling like a tech demo though, id for example, Doom Resurrection is shit, it might be technically impressive for the hardware, but it is a really poor game, the MGS game on there used a similar shooting arcade style design but produced something far superior in terms of gameplay. Doom Classic on iPhone is bad too. Initially Carmack said Rage on iPhone would be a racing game, which is simpler in terms of inputs, so I thought that might be great, but based on the tech demo I think that might have changed.

Gears wouldn't work on the iPhone, that's fine, but a giant, slow, pretty, fruit ninja doesn't seem appealing.
 
brain_stew said:
Its an overclocked and very slightly tweaked version of a chip that was taped out in the 90s by ArtX before ATI had any involvement with them. Its in no way comparable to a modern GPU like the SGX 535 featured in the Iphone or any of ATI's GPUs of recent years.

Its an absolutely hideous fit for UE3 which was built around SM3 hardware.
Well, living and learning. :D
 
StuBurns said:
Yeah, I imagine it'll be good when it ships although I thought the video was pretty lame. With the exception of UT3, they haven't shipped a game that isn't excellent this generation. I hope they'll take their iPhone development as seriously.
Hm, there's Gears 1 and 2 out there, and the upcoming Bulletstorm looks pretty interesting too.
 
felipepl said:
Hm, there's Gears 1 and 2 out there, and the upcoming Bulletstorm looks pretty interesting too.
I was saying both the Gears and Shadow Complex were excellent. Bulletstorm on the hand looks terrible to me.
 
Hey Clifford, if you're still reading the thread, wondering if you've had a chance to try out the Vanquish demo? I'd read Mikami's work on RE4 was a big influence on Gears, now he's made a game that is clearly influenced by Gears himself, must be a cool feeling. Cyclical iteration almost.
 
Didn't Stumpokapow say on the first page to knock it off with the whining about the controls?

The iDevice platform was always capable of greater things than shitty Doodle Jump knockoffs, sadly that's just what the general public is happy with. Kudos to Epic and chAIR for this stunning achievement.
 
I'm not complaining about the lack of physical controls, I just kept wishing the controls were inverted. When I would swipe on the screen I could move fine, but once I used the virtual joystick, I lost all control :lol

The demo looks great, but I'm not sure I would buy/play a game like this on my iPhone. I really hope psp2 has a screen like the retina display on the iPhone though - its gorgeous.
 
This is amazing. And the controls are actually pretty well thought out for an iPhone game. The point to move thing is actually really handy and I find works a lot better than using the virtual sticks to move.
 
Forgot about this thread, oops. Anyway, loaded up Epic Citadel on my iPhone 4 and those are some amazing graphics.
 
This thing looks incredible on my 3GS. I'm a mobile video game developer and I don't say that lightly. I can't wait to try it out on an IPad or IPhone 4.

Also this is the best implementation of touchscreen simulated joysticks yet.
 
This is a showcase for the PVRTC texturing and unconditional image qualities of a tile buffer.

The graphics effects make good use of the platform's OpenGL ES 2.0 capabilities, but the SGX535 would actually go substantially further under its Direct3D 9L features.

Even in graphically intensive workloads, the CPU often can't keep up its end of the link and ends up stalling the GPU, precluding much of the GPU's performance. Splitting the workload with even the little rebalancing OpenCL would provide would go a long way to keeping both units productive.
 
What I like most about these controls is that I can point to run somewhere, then while running free look all around me. That's actually something that's not available in any game that I know of on consoles or PC, and I really like it - I've often thought that it would be great to be able to do this maybe with the tilt sensors in the PS3's sixaxis/dualshock, or with two Move controllers, but even this seems pretty cool.
 
why the big difference on the ipad/iphone4? Memory constraints on the ipad? processor and GPU should be the same, screen res is comparable.
 
So why exactly do most games struggle with framerates on the iPhone? It seems that there is more muscle here than expected.

CPU limitation? Fillrate limitation? Battery life concerns?

It seems that the platform is capable of a lot of modern effects, but perhaps doesn't have the muscle to use them at a reasonable speed in a real game.

Makes me wonder how some games can turn out so poorly. Sam and Max for iPad, for instance, was a complete clusterfuck. It wasn't using shaders or any of the advanced OpenGL ES features and it often ran at framerates in the single digits.

The Wii seems like it is much less powerful, yet there is nothing on the iPhone that is throwing around visuals at 60 fps with the complexity of some of the Wii's top games. Why are there still PSP games out there outperforming the iPhone? Ridge Racers was a launch title and ran at 60 fps. A graphically compromised iPhone version couldn't even manage 30 fps.

The gap between this tech demo and the real games is incredibly huge. I don't fully understand why this has been the case. Like I said, I can understand why indie games might struggle (they don't have the knowledge to really optimize in many cases), but there are so many releases from larger companies that run like shit.

why the big difference on the ipad/iphone4? Memory constraints on the ipad?
Definitely memory. iPad only has 256mb while iPhone4 has 512mb.
 
mrklaw said:
why the big difference on the ipad/iphone4? Memory constraints on the ipad? processor and GPU should be the same, screen res is comparable.
iphone has twice the memory. and the resolution is native to the iphone.


heres hoping that someone puts out a large game like oblivion that is purely adventure and no dumb fighting that feels alien
 
mrklaw said:
why the big difference on the ipad/iphone4? Memory constraints on the ipad? processor and GPU should be the same, screen res is comparable.


iPad goes 1ghz 256mb ram

iPhone goes 750mhz(estimated) and 512mb ram and the gpu is a lil faster I think
 
dark10x said:
The gap between this tech demo and the real games is incredibly huge. I don't fully understand why this has been the case. Like I said, I can understand why indie games might struggle (they don't have the knowledge to really optimize in many cases), but there are so many releases from larger companies that run like shit.

The budget for iPhone games is way more smaller than for console games. So even if the iPhone was stronger stan the 360 you wouldnt see games which look better than assasins creed just that they can be sold at a loss for 2 dollars on the app store. And if you are only developing for the latest iOS hardware, you will loose a big chunk off the customer pie.
 
dark10x said:
So why exactly do most games struggle with framerates on the iPhone? It seems that there is more muscle here than expected.

CPU limitation? Fillrate limitation? Battery life concerns?

It seems that the platform is capable of a lot of modern effects, but perhaps doesn't have the muscle to use them at a reasonable speed in a real game.

Makes me wonder how some games can turn out so poorly. Sam and Max for iPad, for instance, was a complete clusterfuck. It wasn't using shaders or any of the advanced OpenGL ES features and it often ran at framerates in the single digits.

The Wii seems like it is much less powerful, yet there is nothing on the iPhone that is throwing around visuals at 60 fps with the complexity of some of the Wii's top games. Why are there still PSP games out there outperforming the iPhone? Ridge Racers was a launch title and ran at 60 fps. A graphically compromised iPhone version couldn't even manage 30 fps.

The gap between this tech demo and the real games is incredibly huge. I don't fully understand why this has been the case. Like I said, I can understand why indie games might struggle (they don't have the knowledge to really optimize in many cases), but there are so many releases from larger companies that run like shit.


Definitely memory. iPad only has 256mb while iPhone4 has 512mb.

Well, the way I see it (I might be totally wrong) is that, while the Wii GPU has way less features, the Wii still has considerable more grunt power in its GPU-CPU-Memory speed combo. This tech demo is indeed impressive, but we still need to see how it translates into an actual game.

Also, each program on the iOS is limited to 64(?)MB of RAM usage by the OS, but that might have changed with the recent updates to the OS.
 
bedlamite said:
Didn't Stumpokapow say on the first page to knock it off with the whining about the controls?

To clarify; if someone specifically thinks the demos controls need improvement, that's fair game. I haven't had the chance to download it yet. If they're only posting "iphone gaming sucks put it on a real platform no buttons fucken crapple" then... well...
 
bedlamite said:
Didn't Stumpokapow say on the first page to knock it off with the whining about the controls?

The iDevice platform was always capable of greater things than shitty Doodle Jump knockoffs, sadly that's just what the general public is happy with. Kudos to Epic and chAIR for this stunning achievement.


make your mind up. I agree with your first statement - its a demo after all. But then your second paragraph is assuming its a great game, which will of course need to include how it controls.

If you'd said the platform was always capable of better graphics than Doodle Jump, that would be more in keeping.
 
The touch controls are brilliant. Combined with a few on screen buttons for action, an Elder Scrolls game would be totally doable. I'm foaming at the mouth just thinking about it.
 
Just downloaded this and blew my mind clean out of the top of my head. It looks incredible. I really like the 'tap to walk' controls as well.
 
cw_sasuke said:
The budget for iPhone games is way more smaller than for console games. So even if the iPhone was stronger stan the 360 you wouldnt see games which look better than assasins creed just that they can be sold at a loss for 2 dollars on the app store. And if you are only developing for the latest iOS hardware, you will loose a big chunk off the customer pie.
See, even if you have a low budget, you should AT LEAST be able to reach a high framerate (especially the more recent iDevices). There are some dead simple looking games on the platform that run at horrible framerates. The iPhone4, at least, should have no trouble pushing these at 60 fps.

One thing I suppose we can't forget, though, is battery life. This tech demo does have a huge impact on battery life. A couple minutes of this on full brightness will drop your battery by 1-2%.
 
I think the guy earlier who said Myst was on the right track. I don't think I could play an action game with these controls but exploration/adventure game with this level of beauty would be fantastic.
 
thefil said:
I think the guy earlier who said Myst was on the right track. I don't think I could play an action game with these controls but exploration/adventure game with this level of beauty would be fantastic.
Oh man, I would love to see a Myst game released with this type of visual fidelity.

They could release something like Uru on the iPhone. A new game would be nice too, but it would take them quite a while, I'm sure.
 
dark10x said:
There are some dead simple looking games on the platform that run at horrible framerates. The iPhone4, at least, should have no trouble pushing these at 60 fps.
I made the mistake of buying deBlob yesterday and I was amazed to watch it chug along at 15-20 fps on my iPhone 4.

After playing with 'Epic Citadel' for a while, it's even harder to understand what's going wrong with some games.
 
qwerty2k said:
on the iPhone 4 screen it really is a nerdgasm, just looks ridiculously good with uber sharp textures.

Runs a lot better on my iPhone 4 than on my iPad as well. This demo is godly. I'm seriously shocked my phone is capable of doing this.
 
mrklaw said:
make your mind up. I agree with your first statement - its a demo after all. But then your second paragraph is assuming its a great game, which will of course need to include how it controls.

If you'd said the platform was always capable of better graphics than Doodle Jump, that would be more in keeping.
By "stunning achievement" I just mean the shiny graphics, it could play like shit, for all I know. EC blows every 3D game I've seen on the platform out of the water, it would be unfortunate if gameplay didn't match up to the visuals.

Aside from gameplay I wonder how pricing will affect this game's success. iDevice gamers are some of the stingiest motherfuckers around...I guess getting swarmed by $0.99 games will do that to a person
 
dark10x said:
One thing I suppose we can't forget, though, is battery life. This tech demo does have a huge impact on battery life. A couple minutes of this on full brightness will drop your battery by 1-2%.

Just did a 30 minute test on my iPhone 4, started at exactly 71% battery, after 30 minutes it was 61% - on what I consider a normal brightness (this unfortunately is the biggest factor in battery life, so while it's nice to have stats with it maxed, I feel my normal usage is not accurately represented that way).

So extrapolating, 30 mins = 10%, a full charge would give around 5 hours of game time, which for me is not a big deal, anything over 3 is most likely more than I'd ever be doing at one go. Obviously it's pretty poor compared to handheld systems, but since cell phones come out with new generations every year, I'm not worried. In a couple years time, our batteries will last twice as long, and in another 5+ years, probably 5x as long.
 
elohel said:
iPad goes 1ghz 256mb ram

iPhone goes 750mhz(estimated) and 512mb ram and the gpu is a lil faster I think
The benchmark that was done was on the iPad's 3.2 versus iPhone 4's 4.0. I don't think you can make a valid comparison until the iPad is on to 4.0.
 
Minsc said:
Just did a 30 minute test on my iPhone 4, started at exactly 71% battery, after 30 minutes it was 61% - on what I consider a normal brightness (this unfortunately is the biggest factor in battery life, so while it's nice to have stats with it maxed, I feel my normal usage is not accurately represented that way).

So extrapolating, 30 mins = 10%, a full charge would give around 5 hours of game time, which for me is not a big deal, anything over 3 is most likely more than I'd ever be doing at one go. Obviously it's pretty poor compared to handheld systems, but since cell phones come out with new generations every year, I'm not worried. In a couple years time, our batteries will last twice as long, and in another 5+ years, probably 5x as long.

what about when using the touchscreen controls? I'm sure that has an impact on the battery life
 
ILikeFeet said:
what about when using the touchscreen controls? I'm sure that has an impact on the battery life

I was using the touchscreen controls :) I got quite good at moving around using just the left analog (very precisely, I kept closer to the center to use the slower speed) and using swipe controls to move the camera at the same time by the end of the 30 minutes. The right analog is completely unnecessary and inferior to the swipe controls imo.

Worked even better than tap controls, which is not to say I don't enjoy those, they are also very well implemented.

Was hoping there'd be some easter eggs hidden in some corners, closest thing I got was making it in to the tent:

IMG_0003.jpg


I'm actually pretty impressed with the variety and detail of textures in this ~100 meg tech demo.
 
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