I've seen some pretty amazing stuff done by people out there, but have we hit the limits of the Halo engine? I mean, a lot of stuff has to be "faked"...
Yeah, I hope that Madworkz answers, too, because I really don't like my ATV when compared to his. It makes me feel small and pathetic.
For those who don't know, if Madworkz fails to talk to Yoyo, then Yoyorast Island gets my ATV, which is just a mod of KiLLa's.
I never use Yoyorast Island V1's ATVs. I see them, but I hardly ever use them. They're too easy to flip.
To be honest, for an old game engine, there are not that many limits. Poly counts can be mid-to-high, as long as levels are decently portalled and characters are modelled with care, and graphically everything can be extreme.
I retain 60-70 FPS at that spot, on a 9600xt, AMD Athlon XP 2400+ 2.0 GHZ, 512 MB ram, 800x600 res. Now, considering many gamers have much higher specs than what I have, Halo should be able to pump out amazing FPS on work that is higher quality than what is shown in that screenshot. There is high use of shaders, VERY high use. The level itself is well portalled. Dynamic lights in many places.
What IS limited, is what we can do with the engine itself in terms of customizing it. We are locked to the shader types that are given to us, and the scripting code that is given to us.
Last edited by SuperSunny; July 27th, 2007 at 04:55 AM.
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