First and foremost, I want to apologize for making another engine thread.
I know there's quite a few of them and I too fantasized about KF2 being on something as purty and cutting edge as UE4...but I'd like to point out that TWI may have potentially dodged a bullet or two by going with UE3 instead. Here's why:
-Familiarity
Like the rest of you, the moment KF2 was announced I was itching to know the tech specs (namely engine) behind the game. So much so that when I found out it was on UE3, I was highly intrigued and probed the forums wondering why TWI went with this decision. Munk was very courteous and gave me a punctual response:
That's a very solid answer which unfortunately got bombarded by an avalanche of posts due to the hype surrounding the announcement. Sucks more people didn't catch it but no one's at fault for that.
-Unreal Engine 4's Potential Complications
This one is mostly speculation due to conflicting stories but I feel it's at least worth a mention.
Recently, Ubisoft's latest title "Watch_Dogs" was released on PC to much dismay due to terrible optimization...especially for AMD cards. Ubisoft has has an abundant history of releasing poor PC ports but this particular case has sparked a lot of controversey due to their supposed mingling with Nvidia using their "GameWorks" platform...which AMD claims keeps them out of the loop and literally factions PC gamers based on their hardware.
But what does this have to do with UE4? Well up until recently, Nvidia claimed that GameWorks was going to be fully integrated into Unreal Engine 4...which if that happened to be the case and the "Watch_Dogs" fiasco reprised itself, AMD users could've been potentially screwed out of playing KF2.
However, Epic recently spoke out and claimed that UE4 will -NOT- contain ANY of Nvidia's said framework.....which leaves us at a stalemate in terms of who's telling the truth.
In a nutshell, I feel that TWI saved themselves a headache from getting caught up in that debacle.
-Unreal Engine 3's Longevity
This at first glance may seem like "meh" at best due to everyone always wanting the latest and greatest in everything. However, the more I think about it the more I realize that this serves multiple purposes.
On the one hand, we know TWI acknowledges the low end audience. We know that UE3 isn't a platform that will run on Casio watches but it won't leave us out in the cold with ridiculous minimum spec requirements (a la Wolfenstein: The New Order).
Yes, part of the charm of KF1 with UE2 was that it was playable on much older hardware so it had the same "appeal" like the original Counter-Strike. However, KF1 has been around for a really long time so I would like to think that anyone who has been dedicated enough to continuously play KF1 to this day may have at least attempted to attain a modern rig.
On the other (more exciting) hand, for people gaming on the high end of the spectrum and want insane fidelity in their graphics, as Munk said UE3 still has a lot of life left, especially in able hands.
And wouldn't you know, great minds thinks alike. Ed Boon of Netherrealm Studios after announcing their latest next-gen title "Mortal Kombat X" revealed that they're "using our highly self-customized version of Unreal 3. 60fps 1080p!"
Check out this in-game render for yourself:
Granted, it's a 1v1 fighting game that'll have nowhere near as much stuff going on as KF2 but it's still a sweet sign of what UE3 can deliver us.
I hope this'll bring some peace of mind to the folks who fear that KF2 won't get a fair start for using "aged" tech. Hell, I was one of them. But the reality is that we'll be in for a sweet treat with graphics NOT taking a "backseat" for the ride.
-TL : DR
KF2 on (customized) UE3 will still deal balls to the wall graphical fidelity.
I know there's quite a few of them and I too fantasized about KF2 being on something as purty and cutting edge as UE4...but I'd like to point out that TWI may have potentially dodged a bullet or two by going with UE3 instead. Here's why:
-Familiarity
Like the rest of you, the moment KF2 was announced I was itching to know the tech specs (namely engine) behind the game. So much so that when I found out it was on UE3, I was highly intrigued and probed the forums wondering why TWI went with this decision. Munk was very courteous and gave me a punctual response:
Quote:
Originally Posted by Munk (Post 1306696) The biggest reason is we know unreal3 like the back of our hand now, The engine is incredibly stable and unreal3 still has a lot of life and looks good. we took a lot of complex code systems and things we learned from RO2/RS as a jump off point which has allowed us to spend more time on other systems. Look how fun KF1 was now imagine that on a enhanced version of ue3 ;) you wont be disappointed. |
That's a very solid answer which unfortunately got bombarded by an avalanche of posts due to the hype surrounding the announcement. Sucks more people didn't catch it but no one's at fault for that.
-Unreal Engine 4's Potential Complications
This one is mostly speculation due to conflicting stories but I feel it's at least worth a mention.
Recently, Ubisoft's latest title "Watch_Dogs" was released on PC to much dismay due to terrible optimization...especially for AMD cards. Ubisoft has has an abundant history of releasing poor PC ports but this particular case has sparked a lot of controversey due to their supposed mingling with Nvidia using their "GameWorks" platform...which AMD claims keeps them out of the loop and literally factions PC gamers based on their hardware.
But what does this have to do with UE4? Well up until recently, Nvidia claimed that GameWorks was going to be fully integrated into Unreal Engine 4...which if that happened to be the case and the "Watch_Dogs" fiasco reprised itself, AMD users could've been potentially screwed out of playing KF2.
However, Epic recently spoke out and claimed that UE4 will -NOT- contain ANY of Nvidia's said framework.....which leaves us at a stalemate in terms of who's telling the truth.
In a nutshell, I feel that TWI saved themselves a headache from getting caught up in that debacle.
-Unreal Engine 3's Longevity
This at first glance may seem like "meh" at best due to everyone always wanting the latest and greatest in everything. However, the more I think about it the more I realize that this serves multiple purposes.
On the one hand, we know TWI acknowledges the low end audience. We know that UE3 isn't a platform that will run on Casio watches but it won't leave us out in the cold with ridiculous minimum spec requirements (a la Wolfenstein: The New Order).
Yes, part of the charm of KF1 with UE2 was that it was playable on much older hardware so it had the same "appeal" like the original Counter-Strike. However, KF1 has been around for a really long time so I would like to think that anyone who has been dedicated enough to continuously play KF1 to this day may have at least attempted to attain a modern rig.
On the other (more exciting) hand, for people gaming on the high end of the spectrum and want insane fidelity in their graphics, as Munk said UE3 still has a lot of life left, especially in able hands.
And wouldn't you know, great minds thinks alike. Ed Boon of Netherrealm Studios after announcing their latest next-gen title "Mortal Kombat X" revealed that they're "using our highly self-customized version of Unreal 3. 60fps 1080p!"
Check out this in-game render for yourself:
Spoiler!
Granted, it's a 1v1 fighting game that'll have nowhere near as much stuff going on as KF2 but it's still a sweet sign of what UE3 can deliver us.
I hope this'll bring some peace of mind to the folks who fear that KF2 won't get a fair start for using "aged" tech. Hell, I was one of them. But the reality is that we'll be in for a sweet treat with graphics NOT taking a "backseat" for the ride.
-TL : DR
KF2 on (customized) UE3 will still deal balls to the wall graphical fidelity.
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