Gaming Engine's

It’s nutty. And you know what? It’s mostly console kids that say junk like that. Most of my friends hate Left4Dead because apparently the graphics “look like they’re for compootars”

Becuase THEY ARE FOR COMPUTERS. Whenever Valve makes a game for consoles they always have it on medium settings and it looks cheesy.

It’s not just Valve games. It’s pretty much anything that isn’t Call of Duty (Which doesn’t have much better graphics than anything else) or Halo 3.

In short: People piss me off.

What will it take to introduce new gameplay instead of new graphics. Infamous tried something new, and it deserves its rating. I guess being superficial is in everyone. Am never gonna let go of PC gaming. NEVER.

A new profit model.

Late, but about NFS: SHIFT. Looks kick ass compared to the Neon engine (DiRT, GRID), because that relies too heavily on post processing. Turn off post, and its pretty ugly.

The engine is in-house by Slightly Mad Studios, it’s their first game, and the first on their new engine.
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…well no shit, it’s a racing game.

I never read up on articles about the latest developments on gaming engines and i became curious about how far the Video Game Industry has reached after the Source engine was made.

Siggs why do u always put a full stop at the button of ur last paragraphs’?

Oh, your question wasn’t stupid, it’s just that debating endlessly about which engines are better isn’t really productive. The conversation that this has degraded into is actually much more productive and interesting.

Goldsource: Old but very insanely reliable. Unrealistic in many ways.
Source: Multiplayer lag issues, singleplayer is computer-heavy, a few physics glitches, painfully slow to load. All with a failcomputer (ASUS MOTHERBOARD WTF).
PhysX: No idea. Probably laggier than Source due to graphics.

If you mean nvidia coughageiacough physx as far as i know its not an engine but a technology.

The most commonly used physics engine is called Havok; PhysX is the name of Ageia’s “physics accelerator card.”

no, PhysX is a physic engine extension for Hardware acceleration support.
EDIT:

Multiplayer lag issues in source? The Netcode of Source is one of the best I’ve “seen” so far. go play Wolfenstein Enemy Territory and you’ll know what lagging is.
PhysX has no graphics…

The more I play FC2, the more I love the Dunia Engine.

In a one off, I shot a RPG at a convoy for the Guns Dealer missions, happened to ignite a gas cylinder that spiraled into the air then down again and blew up the Jeep driving towards me.

Pretty epic.

Irrelevant. I was talking about the part with the graphics. :3

You have got to be joking right?

Translation:

Lolz I post in teh thread, i dont do research about game engines and dont afraid of anything

It’s middleware for handling physics, much like Havok. Hardware acceleration is optional and was originally only available if you had a PhysX PPU. When AEGIA was acquired by Nvidia, the hardware acceleration support moved to Nvidia’s GPUs.

Graphics are good for a moment, but if you play games hundreds of hours then you really don’t care, I usually end up turning graphics all the way down for the highest possible framerates (so the game runs smooth and I can play it at its best).

Gameplay is without a doubt more important although I do think the advanced technologies like those in CryEngine 2 are important for future development that might even lead to new forms of gameplay.

As for Source; I am jealous about it.
So many modification being made for Source and also performance wise it’s amazing, I ran Ep.2 on the absolute max. with 1920x1200 8x AA and 16x AF getting over FPS 200 (!) in some places.

Has anyone seen what the Leadwerks engine can do? I think it’s pretty impressive, but you need to know how to program properly to make use of it.

I can’t wait till Hydrophobia comes out, that engine will be epic.

the HydroEngine is awesome!

https://www.youtube.com/watch?v=6vxpbBgIbMY&feature=related

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.