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Old 08-27-2010, 11:41 AM   #78
Kristian Joensen

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Re: What year does DNF look graphics wise today?
George has commented on this a couple of times:

No reason to freeze, as we have time to trickle in features until the game ships. But it's complete enough now that we could ship with no excuses and be happy. But just like in Duke 3D, when that engine was done, we still added small features like slopes and went back and retrofit the levels. We will still add things to the engine, as we can, where they make sense, and most importantly - where they won't delay us. We will add things if they are cool and don't impact things, but we will not add features that will cause big delays or mass reworking of exisiting content.
Also you guys (and make note of this), should not get overly excited. My talking does not mean you will see the game "soon". Don't read anything into my statements.
- George Broussard, January 17, 2004.

Think 1) we're sufficiently advanced so as to not look dated when we ship and 2) we will continue to add features until we ship. But they are all fluff features. We have enough to ship now, and that's a great thing for development because we can make the game with no excuse like "We need X to do Y". We don't really have any unknowns right now. We just have a lot of work to do.
- George Broussard, February 17, 2004.

Don't worry. When I say tech complete, I mean we could ship if all the content were done.
It's fairly easy to add and update shaders and we do so all the time.
The graphics guys are ahead and always have time to add in bells and whistles.
Many things like per pixel blur, depth of field etc, have zero impact on game content and drop in, in a few days.
- George Broussard, March 30, 2006.

Unreal. I believe we branched off somewhere around the Unreal 2 time when they added static meshes. Since then we've redone the rendering 100% and it's a fully modern engine.
- George Broussard, December 19, 2007.
Last edited by Kristian Joensen; 08-27-2010 at 12:32 PM.
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