Unreal
Update from Mark Rein
 Unreal is not finished yet.
When it is we'll be shouting it from the mountain
tops. Anyone who thinks they know the date Unreal
will ship is pulling your leg. Even we still
don't know exactly when we'll be done but we're
pretty sure that it will ship within the first
half of this year which means before the end of
June. Reports that it's coming "any day
now" are greatly exaggerated. We're
definitely getting close but we're not that
close. Our plan is still to finish the FULL
version of the game before we address the
shareware version.
Progress has been
amazing in the last few weeks. We've got the
final sky code in and let me tell you, it's
breathtaking! I don't want to give any details
about it other than to say that it's extremely
realistic. James and the level designers have
been "tuning" the weapons to get the
feel just right. Now that James has the menus in,
the game is really starting to look complete. If
you had the chance to play Unreal at the Respawn
multi-player gaming convention in Toronto youll
be happy to know that weve implemented
several of the weapon-tuning suggestions we got
there and the improvements are very noticeable.
We've completed
about one-third of the required performance
optimizations and the build we have this week
runs faster in software rendering than previous
builds ran through hardware 3D acceleration! Of
course hardware performance is also faster now
and there is still more to go. I can not stress
how significant having MMX is. If your budget
allows only an upgrade to MMX and you're
interested in maximizing Unreal performance be
assured that MMX makes a HUGE difference to the
performance of Unreal. There has been a lot of
misinformation in the press about MMX and a
general under-delivery of good MMX-enhanced
software. But don't let that deter you. Unreal is
probably the most MMX-optimized game ever made
thanks to the efforts of Erik de Neve. If you're
into Unreal and you want maximum performance then
you want to have MMX even if you have a good
supported 3D card. Thank you Intel!
Even if you dont
have a supported video card (other than 3DFX and
PowerVR PCX2 were uncertain exactly what
cards will be supported) at least you can count
on Unreals spectacular software renderer to
deliver a fantastic experience none-the-less.
Some journalists have commented to me that Unreal
looks better in software than most other games
look in hardware. We realize not everyone has
super PCs and were doing our best to
support the broadest range possible. If you have
a 32Mb (RAM) Pentium 166 with MMX or better youre
probably going to be happy with Unreals
performance. People with systems lower than that
will have to make some tradeoffs in resolution or
detail. Unfortunately anything below a Pentium
133 is probably going to provide an unacceptable
level of performance. If youve got a system
below a 166MMX then try the shareware before you
decide whether or not youre going to buy
Unreal. We want to be honest with our customers
about performance. Its just too common for
games lately to ship with minimum specs on the
box that dont provide acceptable levels of
performance.
Were
currently working on implementing some detail
switches that allow you to tailor Unreal to the
system you have and turn features on or off
depending on the level of computing power and
memory you have. Let me provide one example of
this: Unreal levels are huge and our textures are
very detailed so right now running Unreal on a
system, even a fast system, with anything less
than 64mb of RAM can produce big slowdowns as
things get shuttled back and forth from disk to
memory. One of the detail switches Tim is
implementing is the ability to leave out one or
more of the higher levels of mip-mapping which
drastically cuts memory usage and will allow
Unreal to run in nicely on a typical 32Mb system.
It wont make a huge visual difference but
it will could make a huge performance difference
if you dont have a ton of RAM.
On Monday I played
Unreal on a Pentium II 300Mhz dual Voodoo2 SLI
system owned by Myscha (T. Elliot Cannon, one of
the Unreal level designers) at 1,024x768
resolution and it was spectacular!
So what does all
this mean? If you if have a kick-ass machine
Unreal will take it to the max and if you dont
were working hard to make sure Unreal still
delivers the best graphics youve ever seen.
|