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Thursday, August 30, 2001
 

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Unreal II Interview with Mike and Mark
10:01 AM | Eddie Park | Comment on this story

In yet another of what will undoubtedly be a long string of Unreal II-inspired features, Unreal Center has posted the results of a short interview with Mike Verdu and Mark Poesch of Legend Entertainment. The questions posed by fans are fairly technical in nature, and address various issues that many fans of the original Unreal may have been wondering about.


The first question asked and addressed concerns voice over IP and whether or not it will be integrated into the multiplayer aspect of Unreal II. Both Verdu and Poesch acknowledge that, while this is not currently planned, it's not totally unfeasible either. They further add that VOIP does add a whole new dimension to online gaming, but that it's the single-player aspect of Unreal II that is receiving the most attention.


Legend also intends to take advantage of some of the capabilities of the GeForce 3, specifically the vertex and pixel shaders, which will be used with the skeletal rendering pipeline. Poesch adds that by Christmas, gamers may get a taste of what they've accomplished with the GF3 shaders.


The game is expected to once again push the very limits of gaming hardware, much as the original Unreal challenged the systems available at that time; in this vein one of the questions asked deals with whether having a fast CPU or a fast video card is better, in regards to this sequel. Poesch points to the power of the new engine:

Both are important still. Much of the setup for the rendering system is CPU based -- so a fast (1GHz+) CPU is still worth having. But, the big difference is that the new engine will be much better able to take advantage of the GPU. Instead of being able to render a maximum of 800 world polys and 4000 mesh polys, we're able to push 10s of thousands of polys, and the distinction between "world" and "mesh" has been radically reduced.
Other questions involve the usage of the original UT netcode for multiplayer, differences between the old and new engines, and the ever-present spectre of cheating. Be sure to check out the full interview at Unreal Center for all the latest information.

Unreal II Official Site
Unreal Center - Interview with Mike and Mark


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