-
Oblivion
Should be in games but DAMM look at this game!
This game will ROCK pics below!
This game is still in Alpha stage .
[L=Avault]http://www.avault.com/news/displaynews.asp?story=9102001-161410< /a>[/L]
Ps,
They are working on making the grapics alot more real with larger skeltle structures,facial features,realalistic world mapping,and human motion capture .
The game will look 5x better when finshed.
They haven`t finshed the world maps yet!
Alpha System req`s are :
PIII 550+ or Amd 550+
128 megs of Ram
1.0 gigs for minium install 2.1 for max
Geforce 1,2,3 or Ati Radeon,7500,8500
Dvd Player at 8x
56k modem
Alpha System reccomended spec`s are :
PIII 900+ or Amd 900+
256 megs of Ram
1.0 gigs for minium install 2.1 for max
Geforce 2 Ultra or Ati Radeon 7500
Dvd Player at 12x
Isdn or greater.
For highest detail:
Alpha System reccomended spec`s are :
PIII 1.1Ghz or Amd 1.0Ghz
384 megs of DDR or Cas 2 Ram
2.1Gigs Hard drive space
Geforce 3 or Ati Radeon 8500
Dvd Player at 12x
Isdn or greater.
Read if you think you don`t need a Geforce 3 and 1Ghz processor with 512 Megs of ram!
Features!
Levels combining closed spaces as well as enormous open areas
Continuous level of detail technology for all the geometry
Approximately 100,000 polygons per frame at 60 fps
Detailed character models
Powerful skeleton-based animation
High-speed blended animation system
Vertex shaders used on GeForce3 and higher
Detail objects such as grass and small stones
Portal-style, non-linear subdivision based visibility detection system
Optimized for T&L hardware
Usage of antiportals for occlusion culling
Intelligent hardware state caching technology
Radiosity lighting
Colored dynamic lights and dynamic soft shadows
Intelligent light sources selection & clipping
Intelligent shader subsystem
Dynamically generated textures
Reflections and chrome effects
VR-Simulation engine optimized for massive payload
High-performance collision detection
Realistic physics simulation
Motion compensation scheme
Flares and coronas
Particle system with real physics and collision response
High quality HRTF 3D-sound with clipping and wave tracing
Context-relative multiple-mixed music streams
Computer rivals possess virtual hearing and sight
Different kinds of enemies, military vehicles, helicopters, and boats
Accurate hit calculation algorithm
Powerful built-in scripting language
Full realization of C-language and partial C++
Support for all D3D compatible accelerators
Optimized for SSE and 3Dnow instructions
Editor supports both 3DsMAX and Lightwave 6 as modeling tools
http://avault.com/news/screenshots/oblivion15.jpg
http://avault.com/news/screenshots/oblivion27.jpg
http://avault.com/news/screenshots/oblivion16.jpg
http://avault.com/news/screenshots/oblivion26.jpg
http://avault.com/news/screenshots/oblivion30.jpg
------------------
Faster than freedom more nasty than hell.
Current system:
AMD Athlon 1.4ghz 266MHz
Swiftech MC462-A Hsf
Abit KG7 MoBo
1Gig Pc 2400 DDR cas 2.0 Ram 300MHZ
16x Dvd LiteOn
24x 10x 40x LiteOn
1 18gig Cheetah 15,000rpm
2 60gig 60 Gxp
Santa Cruz for now(Turtle Beach`s Dominater later)
Morpheus Geforce 3 (Geforce 3 Ultra later)
3com nic
431 Watt Enermax power supply
-
Impressive. But then again, for a 2003 release, this game might become pretty crappy in comparison. Strictly going off of what we've got today, simply impressive.
-
heck yeah! those trees look great, but i'm not all that impressed by the buildings and textures...i wish games would incorporate more lif-like colors....like the ones in the nature scene of 3dmark2001
------------------
I wish I hadn't eaten that gravy packet I found in the parking lot...