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Real720
06-30-2006, 11:14 PM
Should we expect the graphics in the final game to be many times better than the ones in the E3 demo? I noticed that the character models from the earlier screenshots look significantly better than the ones in the demo.

Also, the real-time glass shattering effects from the demo look so-so compared to the ones in the previous Rainbow Six games.

Edit: Can we expect a high level of frames per-second (around 60 fps)?

Real720
06-30-2006, 11:14 PM
Should we expect the graphics in the final game to be many times better than the ones in the E3 demo? I noticed that the character models from the earlier screenshots look significantly better than the ones in the demo.

Also, the real-time glass shattering effects from the demo look so-so compared to the ones in the previous Rainbow Six games.

Edit: Can we expect a high level of frames per-second (around 60 fps)?

crociato1985
07-01-2006, 07:06 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Can we expect a high level of frames per-second (around 60 fps)? </div></BLOCKQUOTE>

I also hope for the 60 fps, in previous console RS games (RS3, RS3:BA & LETDOWN) the rate of frames was really unstable especially in Letdown

KungFu_CIA
07-01-2006, 11:28 AM
Framerates... Especially, in consoles... Depend heavily on a lot of things:

-Complexity of objects/maps/character models

Obviously, the higher polygon count, the more GPU horsepower has to be used to render those higher polygons. This was the problem with Lockdown:

The engine (Ghost Recon 2.0 engine) was basically a modfied PC engine designed for PC hardware and not the limited PS2/Xbox hardware. One of the devs even stated in an interview they had to literally take out small objects like a coke can sitting on a desk in order to get frame rates at acceptable (30 FPS) levels.

-Type of particle effects and how many

This is also related to LD in that if you get a lot of smoke, fire and other effects like steam hissing from pipes and snow flakes which have to be rendered, this is going to effect framerates as well.

-Optimization of Audio Engine

This is the main reason R63 and BA get slowdowns more than any other reason.

(The graphics engine (Unreal) is pretty efficient and can render a lot of complex structures and environments using Static Meshes which cuts down on GPU and memory overhead which is a boon to consoles since they are basically 1999-era computers with limited RAM and video cards/chips).

The audio engine used for R63/BA is a modified streaming version of the "Dare" Audio system used in the PC versions of the game (Raven Shield) and it is not an efficent rendering at all and is doubly slow when using onboard audio like most consoles due -- Which means the CPU is having to process both video and audio data at the same time compared to a dedicated soundcard like most PCs have.

Add to this a lot of the R63/BA maps have multiple audio tracks -- sometimes as many as 16 -- Going on at the same time for such things as ambient noises (the hum of a generator) and environmental sounds (glass breaking; computers typing; lightning crashing overhead; etc.) and you can see where most of the frame rate drops come from.