Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
The Unreal Tournament SDK is state-of-the-art Toolset / Engine Enhancement for retail Unreal Tournament, that let's you create anything you want. Sci-Fi Battle Scenes, a Strategy Game, a Fun Mod, Survival-Horror Shooter, Simulations - Everything. It will also include a Sandbox showcasing the New Possibilities via bundled Mini-Mods / Demos made by Fans and me. It enhances the render engine, gameplay, unreal script features and anything UT Veterans ever dreamed off. It is completely Open Source, free for noncommercial use.
Here you see how I used Static Meshes in my Showcase Map to highly increase performance (Particle Engine Version).
So what's the approximate difference in fps? I think this could help with a map I've planned to do. (yep, I'm trying to get back into UT99)
You could gain more fps than BSP geometry complex. This is sure.
My personal performance increase is about 60 %. Imagine:
Before this current Static Mesh Update these Maps simply used Brushes right? Yeah. So we got hundreds of slowly rendered polygons.
With the new Static Mesh Update and Brushes to be exchanged with Static Meshes the Engine got much less Brush Polygons to render, additionally the Static Meshes alone are cached and rendered very fast, all resulting in a speed boost.
If you have any questions left don't hesitate to ask me per PM.. this update really is a giant leap forward concerning mapping with the SDK.
Last few days I made the best progress: highly increased lighting performance and finally exterminated the annoying wireframe render bug, because many complained about a huge performance drain while rendering static meshes in wireframe mode.
Of course a detailed PDF tutorial will be included explaining how to use the updated Static Meshes, how to convert them (from Brushes to Static Meshes), how to best use them in the Map etc.
//edit: yeah, what Peppigno said^^