Which ones better?
Wikipedia for UT3
[quote]Unreal Engine 3
This section may require cleanup to meet Wikipedia's quality standards. Please improve this section if you can. (May 2008)
The third generation Unreal Engine was designed for DirectX 9/10 PCs, the Xbox 360 and PlayStation 3.[2] Its renderer supports many advanced techniques including HDRR, per-pixel lighting, and dynamic shadows, and builds upon the tools available in previous versions of the engine. Unreal Engine 3 IPP (Integrated Partners Program) includes:
* Nvidia PhysX[3]
* OC3 Entertainment FaceFX[4]
* RAD Game Tools' Bink Video
* DivX, Inc.'s DivX
* Quazal Technologies's Rendez-Vous and Spark [5]
* Fonix Speech's VoiceIn and DecTalk [6]
* Autodesk's Kynapse A.I. [7]
* A.I. Implant for games[8]
* IDV's SpeedTreeRT [9]
* Pixel Mine Games's nFringe[10]
* Autodesk's HumanIK[11]
* Vivox's Precision Studio™ SDK[12]
* EAX 5.0
* Digimask's Diskmask SDK
* Geomerics's Enlighten [13]
* Allegorithmic's ProFX [14]
* PhaseSpace's Motion Capture [15]
* IGN's GameSpy [16]
* Umbra Software's Umbra, dPVS, sPVS.[17]
* Illuminate Labs's Beast[18]
* NaturalMotion's Morpheme[19]
* Scaleform GFx[20] Flash UI and Video
* MÄK Technologies's Game-Link[21]
* Audiokinetic's Wwise – WaveWorks Interactive Sound Engine[22]
UE3 has also seen adoption by many non-gaming projects including construction simulation and design, driving simulation, virtual reality shopping malls and film storyboards.
Epic Games recently announced at GDC some improvements made to the Unreal Engine 3. The improvements Epic Games unveiled was an ability to add "high-quality static lighting with next-generation effects, such as: soft shadows with accurate penumbrae; diffuse and specular interreflection; and color bleeding." The new improvement was named "Unreal Lightmass".[23]
Epic has used this version of the engine for Unreal Tournament 3, Gears of War and an improved version for Gears of War 2. Midway Games has also used this generation of the engine for Mortal Kombat vs. DC Universe.
Due to aggressive licensing, this current iteration has garnered a great deal of support from several big licensees, including Atari, Activision, Capcom, Disney, Konami, Koei, 2K Games, Midway Games, THQ, Ubisoft, Sega, Sony, Electronic Arts, Square Enix, 3D Realms and more.
At E3 2007, Sony announced a partnership with Epic with the objective of optimizing the Unreal Engine 3 for the PlayStation 3 hardware, which would affect the games and developers currently using it. It has also been reported that an unnamed party is developing a port of UE3 to the Wii.[24]
At GDC 2008, Epic unveiled several design improvements that include rendering more characters on screen, more realistic water physics and soft-body physics (demonstrated at the show using a 'cube of meat'), more destructible environments, improved AI, and enhanced lighting and shadow effects with more advanced shader routines. The revised Engine (dubbed Unreal Engine 3.25/5), debuted with Gears of War 2.[/quote]
And Cryengine2
[quote]CryENGINE® 2 - Specifications
Real time editing, bump mapping, dynamic lights, network system, integrated physics system, shaders, shadows and a dynamic music system are just some of the state of-the-art features the CryENGINE® 2 offers. The CryENGINE® 2 comes complete with all of its internal tools and also includes the CryENGINE® 2 Sandbox world editing system. Licensees receive full source code and documentation for the engine and tools. Support is provided directly from the R & D Team that continuously develops the engine and can arrange teaching workshops for your team to increase the learning process.
Volumetric, Layer and View
Real Time Ambient Maps
Parallax Occlusion Maps
Subsurface Scattering
Motion Blur & Depth of Field
Light Beams & Schafts
3D Ocean Technology
Advanced Shader Technology
Polybump™ 2
Polybump™ 2 can be used as either as a standalone utility, or fully integrated with other tools such as 3DS Max®. This tool creates a high quality surface description that allows quick extraction of surface features like normal maps (tangent-space or object-space), displacement maps, unoccluded area direction, accessibility and other properties. The extracted information can be used to render Low poly models with surface detail almost making them look like the high-poly models but it will render much faster. The data is stored in a intermediate file format so it can be exported in different ways without doing the computation again. Very high polygon counts (e.g. 10 million triangles) are processed quite quickly. The engine supports all video and hardware currently on the market. New hardware support is constantly added as it becomes available.
Next Generation Real-Time Renderer
Our renderer provides seamless support for both indoor and outdoor environments on DirectX9 and 10, as well as support for next generation consoles such as the Xbox360 and PS3 (under development).
* Real Time Lighting and Dynamic Soft Shadows:
CryENGINE® 2 features natural looking light sources, and creates soft shadows that dynamically respond to natural movements. It includes high-resolution, perspective correct and volumetric smooth-shadow implementations.
* Volumetric, Layer and View Distance Fogging:
Create clouds or fog banks which can hug the ground and realistically reduce both visibility and contrast, and properly interact with both dynamic lights and shadows, add depth and dimension to a landscape by reducing scene contrast and clarity for distant landmarks
* Terrain 2.5D Ambient Occlusion Maps:
On a per pixel level, approximates the amount of ambient (fill) light reaching an object (static or dynamic) depending on the amount of ambient occlusion created by the surrounding foliage and structures.
* Normal Maps and Parallax Occlusion Maps:
Normal maps are used to project the contour details of a highly detailed object onto a low polygon model by using a high frequency compressed (3DC/BC5) texture in place of the polygon's surface normal in lighting calculations. CryEngine2 also supports parallax occlusion mapping to give a greater sense of depth to a surface texture applied to a polygon, such as could be used to realistically emphasize the relief surface structure of a brick wall, for example.
* Screen Space Ambient Occlusion:
Provides a real time simulation of ambient light occlusion, so that the amount of ambient (fill) light which is applied when two surfaces that meet at an angle is reduced in order to simulate the natural darkening of edges and corners that happens in this case in the natural world, both indoors and out. By limiting the calculations to only the space within the current view frustum, a significant performance benefit is realized while still allowing for a very high quality result.
* Subsurface Scattering:
Simulates the diffusion and diffraction of light transmitted through translucent objects, like ice and jade; it can also be used to create natural looking skin or vegetation.
* Eye Adaptation & High Dynamic Range (HDR) Lighting:
Eye Adaptation is used to simulate the human eye's adaptation to sudden or extreme changes in lighting conditions, like dark indoor environments suddenly transitioning to bright sunny outdoor environments, while HDR allows scenes with extreme brightness and contrast ranges to be more realistically rendered.
* Motion Blur & Depth of Field:
Motion Blur is used to simulate the visual effect of using a slow shutter speed when tracking fast moving objects or making quick camera movements. Blur can be applied both to individual objects (object based motion blur), and/or to an entire scene (screen based motion blur), while Depth of Field can be used to focus the viewer's eye on a nearby object while subtly blurring objects in front or behind the point of focus.
* Light Beams & Shafts:
These are used to create visually stunning light beams and shadows when light intersects with solid or highly detailed geometry, and can generate 'godray' effects under water.
* High Quality 3D Ocean Technology:
Dynamically modifies the ocean surface based on wind and wave direction, generating shoreline soft-clipping breakers automatically where the ocean meets the shore, depending on the shoreline contour and ocean depth, while our caustic simulation creates realistic looking moving shadows and highlights in underwater environments.
* Advanced Shader Technology:
A script system used to combine textures and math in different ways to create unique effects such as cloaked, wet, muddy, and/or frozen surfaces which can be layered together and combined with more basic shaders such as metallic and glassy and other visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shinny surfaces. Included are many unique new shaders which take advantage of the efficiencies of the unified shader architecture of DirectX 10.
* Terrain LOD Management Feature:
This feature allows optimal usage of CPU and memory to display closer objects and terrain at a fine level of detail while enabling long view distances of over 8 kilometers.[/quote]
I like UT3 more.
Which one do you like more?
The ragdolls on UT3 are awesome, I'd probably say that solely on that reason, cause you can't throw yourself off huge buildings while feigning death on Crysis.
Crysis. Basing that solely on looks.
UE3 is probably more optimized and accessible though. Would figure since so many games use it.
I guess UT3 is more easily moddable and still looks beautiful, where as the cryengine is harder while having broader capabilities and looks amazing.
I haven't seen any game other than Crysis using the Cryengine2 and everything in UT3 looks like it's wrapped in thick bubblewrap.
I rekon Cryengine2 looks better visually but UT3 runs a lot nicer, and has better ragdolls.
I don't think the bad ragdolls in Crysis was the engine's fault.
There's no death ragdoll in Crysis because of German laws preventing it (Crytek is a germany based company)
[QUOTE=Rusty100;16193035]There's no death ragdoll in Crysis because of German laws preventing it (Crytek is a germany based company)[/QUOTE]I thought they were swedish
UE3, not UT3
[QUOTE=The mouse;16193047]I thought they were swedish[/QUOTE]
german
They were initially German they probably relocated cause of their restrictive laws.
[QUOTE=Rusty100;16193035]There's no death ragdoll in Crysis because of German laws preventing it (Crytek is a germany based company)[/QUOTE]
what does that mean
[QUOTE=Lambadvanced;16193151]what does that mean[/QUOTE]
that there is no death ragdoll in cryengine 2 because German laws don't allow it and when they made most of the engine and game they were still in Germany.
which means that there's no death ragdoll in the game and that's why
[editline]01:28AM[/editline]
[QUOTE=Andriko123;16193060]They were initially German they probably relocated cause of their restrictive laws.[/QUOTE]
or because they were bought by EA who knows
[QUOTE=M_B;16193161]that there is no death ragdoll in cryengine 2 because German laws don't allow it and when they made most of the engine and game they were still in Germany.
which means that there's no death ragdoll in the game and that's why
[editline]01:28AM[/editline]
or because they were bought by EA who knows[/QUOTE]
what the fuck is a death ragdoll? when i kill people that die and are ragdolls
I believe that there was a mod that enabled ragdoll after death.
[media]http://www.youtube.com/watch?v=6jfpmQJyoQI&eurl=http%3A%2F%2Fmaxcrysis.com%2Fragdoll.php&feature=player_embedded[/media]
[QUOTE=Andriko123;16193060]They were initially German they probably relocated cause of their restrictive laws.[/QUOTE]
They still are, but I think they are planing to move out to Poland.
UT3 is better optimized and runs on nearly every system out there (including the consoles) while Cryengine is just :wow:
And, in just about every UT3-engine game, everyone looks like they're on fucking steroids.
[QUOTE=Lambadvanced;16193180]what the fuck is a death ragdoll? when i kill people that die and are ragdolls[/QUOTE]
as in they fall down and die as ragdolls...but i guess you mean you can't move them much afterwards hmm?
[editline]01:32AM[/editline]
does ut3 even have ragdolls like that?
[QUOTE=Lambadvanced;16193206]as in they fall down and die as ragdolls...but i guess you mean you can't move them much afterwards hmm?
[editline]01:32AM[/editline]
does ut3 even have ragdolls like that?[/QUOTE]
Yes, you can also walk over them in Gears of war for fun and see them jiggle.
Unreal engine = Everything is shiny
CryEngine, much easier to use, much prettier, more accessible than the unreal engine etc.
It's a shame the germans came and restricted Crysis' ragdoll, because the ragdoll-physics in Far Cry was kickass.
Oh, and Cryengine looks way better than Unreal.
[media]http://www.youtube.com/watch?v=w_SXc6t5iRg[/media]
Do want, but the creator never released it.
Oblivion on CryEngine2.
[QUOTE=kevlar jens;16194550]It's a shame the germans came and restricted Crysis' ragdoll, because the ragdoll-physics in Far Cry was kickass.
Oh, and Cryengine looks way better than Unreal.[/QUOTE]Funniest statment ever if you get the pun
[editline]12:06PM[/editline]
[QUOTE=FPChris;16194725][media]http://www.youtube.com/watch?v=w_SXc6t5iRg[/media]
Do want, but the creator never released it.
Oblivion on CryEngine2.[/QUOTE]The exterior is defininetly not Oblivion
UT3 performs better, is easier to make games for, and is more powerful.
No one here is a developer, so how could they know which engine is better?
Don't just base your views on games like UT3 and Crysis.
[QUOTE=Andriko123;16193181]I believe that there was a mod that enabled ragdoll after death.
[media]http://www.youtube.com/watch?v=6jfpmQJyoQI&eurl=http%3A%2F%2Fmaxcrysis.com%2Fragdoll.php&feature=player_embedded[/media][/QUOTE]
i love you.
CryEngine 2:
Better physics all around.
Much better graphics.
Better performance:graphics ratio.
Easier to mod for.
Way more possibilities for mods. (Flowgraphs anyone?)
Much better AI (with mods.)
UE3:
Everyone is 6', 200 pounds, and has 1% body fat.
Is this a joke...?
AFAIK, CryEngine 2 is the best game engine out, for everything. And CryEngine 3 is coming along soon so people can develop for consoles with better visuals and much better performance.
[editline]08:09AM[/editline]
auto-fucking-merge
[QUOTE=Odellus;16195366]AFAIK, CryEngine 2 is the best game engine out, for everything. And CryEngine 3 is coming along soon so people can develop for consoles with better visuals and much better performance.
[editline]08:09AM[/editline]
auto-fucking-merge[/QUOTE]
kewl ill use it for my 2d sidescroller
Probably would have to say unreal engine 3. While CryEngine 2 looks better, unreal is far more optimised.
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