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SinKing: dunno what you are expecting, this is a *motion* blur, not a constant one.
The blur is depending on the direction pixels are moving in screen space. In this screenshot, the camera was turning around, so the pixels in the background are indeed in motion, hence the blur. You'd have the same effect in any other game that uses motion blur.
Dark_Raver9: there is nothing we can do if you don't specify which nickname you tried to register. We cannot read your mind :)
Correct. There are 3 ships:
- the big one is the Flamberge
- just under it, it's the Intrepid from the ICP
- under the intrepid ( yes, that little dot ) is the interceptor from the ICP
It's of course quite different from the concept, but if you judge its merit only on the model, forgetting the concept for a second, i think it's pretty good. Not perfect, not excellent, just decent.
It's indeed quite low poly, around 1000 tris ( and i agree there seems to be a LOD problem. I think Betelgeuze zoomed on it, instead of physically advancing the camera close to it, when he took the screenshot ). Of course, you have to remember that a single battleship can have 30 of those, and that there can be tens of battleships in a single area in the game..
Lots of downloads seem to be corrupted on moddb.com for some reason, i can only advice to download the installer from the mirrors ( see downloads section ) on this page:
This is a screenshot of the combat prototype 2.0, so yes, that's in-game.
Well, the fact is, ICP 2.0 wasn't as stable as i wanted it to be, and some patches needed ( and still need ) to be produced. I didn't think the general public would stand a game that needs to install a patch every day or so ( yeah that's the rate at which i produce patches ). Also, no mirrors are up yet, so to save bandwidth i released ICP 2.0 to a restricted public: people logging on IRC.
If you're impatient i'd suggest connecting to IRC ( server Quakenet, chatroom #InfinityGame ) to get the download instructions and know when the server will be online ( generally during the night, GMT ).
Once the last patch will be implemented ( hopefully with new weapons and missiles ), an installer will be created, mirrored, and a news / link will be publically posted on the website.
That's not clouds, that's volumetric fog / haze. Clouds will come in later.
Around 50-60 fps on an Athlon 3500 and ATI X850.
The game is still 1 to 2 years away from a release, so the exact requirements are still unknown. As you can guess, we are targetting the "good" system specs that will be available at release time ( but not "extreme" either ). I'm guessing it'd be the next generation of nvidia or ati cards ( those that will be available by the end of this year ).
Technically it should run on many pixel shader 2.0 able card, including the fx 5200, but the framerate will likely be abysmal especially on video cards that are considered "outdated" today ( that includes the nvidia fx family, and the ati radeon 9xxx family ). Maybe you'll get 15-20 fps by using the minimum amount of details, but do not expect miracles.
In-engine of course. Lacking proper textures too.
Yes, they did. Please read:
I want to add that you are focusing on one thing ( polycount ) while the bottleneck is ( and will likely remain ) in another place, ie. the shading/fillrate. You see, your video card is working asynchronously: that's why it's so fast compared to a CPU. This means that the framerate you get in the end is basically limited by the slowest element running on your video card. If you are shader limited, you can increase the polycount *for free* until you get geometry or bandwidth limited.
Your average video card today ( ie. not a high end one ) can easily transform 50 millions triangles per second. At 100 fps, that means you can have up to half a million polygons per frame. That's assuming there is no shading, fillrate or cpu bottleneck of course, which would be useless in a game. Infinity aims at 250K polys per frame in average. X3: Reunion, which shipped this year, already has ships in the 100K range and is heavily cpu limited. If the ships were 1/4th of those values, you wouldn't get a better framerate.
I'm not sure 100k polygons is going to be suitable even in the next generation of games guys Wink ;\)
Project Gotham Racing 3 on the XBox 360 features cars that average 100,000 polygons each, and cities/tracks that are in the millions range. It's already released today and the XBox 360 is less powerful than a high end PC. In 2008, you can bet those numbers will be pretty standard.
Keep in mind that level of detail ( LOD ) is automatic and reduces complexity in the distance. Also keep in mind that massive ships such as the Flamberge will cost an extreme amount of credits in game, hence it's very unlikely to have more than 1 on the screen at the same time ( hell, it'll already be unlikely to see one at all ! ) :)
You need to realize that the developer himself has to pay monthly for the server and bandwidth, who are only rented from a bigger company.
The calculation is easy, if the developer's monthly costs are higher than the developer's monthly income, the game shuts down. That's why monthly fees are needed in general.
Many players claim they're ready to pay a large upfront fee ( 50$-100$ ) rather than having a free download + monthly fee. I'm not too hot with this idea because:
- if the player doesn't like the game after a couple hours, he will have wasted his money. Are you really ready to risk that ?
- if the player plays for more than a few months regularly, he's a financial loss for the developer ( and remember the golden rule: costs > income -> shutdown ).
- business harder to manage for the developer, because money is only gained once ( upfront fee ), while money goes away regularly ( server costs ). How can you evaluate what your financial situation will be in a few months ? -> must rely on guessing. On the other hand, monthly fees can be directly related to the monthly costs and you immediately know what your financial situation is.
That being said, we are still undecided on this issue. Just realize that it's even more delicate for a small developer to discard proven methods such as monthly fees, even if they're not popular.
Yeah it's pixelated. Unfortunately, HDRI and antialiasing don't work very well together yet..
*Partially* free. How far you can play before having to play is undetermined at that time, but we aim at making it as low price as possible, without monthly fees if possible.
Not really, nebulae are not dense enough in reality to have the "fog" effect you can see in other space games. As Infinity is aiming for a semi-realistic / coherent universe, it won't be possible either.
Yes, that's in-game, but due to the large size of the nebulae ( tens to hundred of light years ) it's unlikely that you'll ever see it like in the video. Most of the time, it'll simply appear in the sky box as a "static" background. Of course, since it's volumetric, warping to another nearby star system means that the *same* nebula will be seen from a different viewpoint. We're not sure yet how / if the nebulae will affect the gameplay. At the moment it's just an "ambiance" effect.