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Unreal and EAX

Posted: Fri Aug 07, 2009 5:58 pm
by GreatEmerald
This is an interesting bit of history that I've discovered while searching for information on EAX (going to get a new sound card :D ): on the Creative website, it says that Unreal was the first application to officially make use of EAX 1.0 features:
This API collaboration between Microsoft and Creative quickly gains support from developers. In fact, Creative premiered "Unreal" with full support for EAX on its E3 booth in May 98, one month after the API was released. The DirectSound 3D / EAX effects were the talk of the show, as the Razorjack zipped around the specially designed Cambridge Soundworks 4 channel speaker systems being driven by the Soundblaster Live!
I never knew that... So the original Unreal had EAX support as well? I thought that was a 227 addition...

If you want to read the full article go here:
http://www.soundblaster.com/technology/
Then go to EAX and click the white square.

Re: Unreal and EAX

Posted: Fri Aug 07, 2009 9:51 pm
by mentalhunter
Wow lol, i never knew this, quite interesting.

Re: Unreal and EAX

Posted: Sat Aug 08, 2009 7:03 pm
by Hyper
Unreal has had EAX support since its release. I loved the technology and I quickly got me a SBLive Value with Desktop Theatre speaker set.

Unreal never used the EAX technology to the max. Games like Thief II and Max Payne did a better job here. Still, Unreal did a nice job with EAX.

Re: Unreal and EAX

Posted: Sun Aug 09, 2009 11:35 am
by Smirftsch
actually yes and no. :)
Galaxy indeed has EAX stuff in it (although not really sure if it was in since 200 because my oldest code is 224) but reverb was done "manually" by timing it with the delay and gain variables.
Also it had A3D extensions, but A3D is long dead now.
What really was EAX or not is hard to tell since galaxy is partly closed source...

Re: Unreal and EAX

Posted: Mon Aug 10, 2009 1:30 am
by SkaarjSlayer
Thought that'd be obvious, a shareware version of Unreal was released with one of Creative's old Soundblaster cards way back when. It'd figure that it had EAX support.

Re: Unreal and EAX

Posted: Fri Aug 14, 2009 1:56 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I remember an old platform game from like '98 that had EAX... EAX seems pretty old if you ask me, I dunno who made it and when.

Re: Unreal and EAX

Posted: Fri Aug 14, 2009 6:54 am
by GreatEmerald
It was made by Creative back in 98. And now we have EAX 5.0 which is a lot more improved, though it's already starting to get deprecated and Creative encourages developers to use OpenAL effects instead...

Re: Unreal and EAX

Posted: Thu Aug 27, 2009 2:07 am
by DieHard SCWS
This is an interesting bit of history that I've discovered while searching for information on EAX (going to get a new sound card  :D ): on the Creative website, it says that Unreal was the first application to officially make use of EAX 1.0 features

I am not surpised by that. I always had the idea that all important companies threw in their latest technology in Unreal. Unreal was pretty much the first game that actually was 3D, and 3rd party companies saw the posibilities and threw in their 2 cents(read lots of bucks)


And this aplied to sound but also graphics like shadow casting and S3TC capabilities, which at that time was future science fiction. Its cool to read :) but i wasnt surprised for even a micro second :)
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Re: Unreal and EAX

Posted: Thu Aug 27, 2009 11:39 am
by Hellkeeper
Unreal was pretty much the first game that actually was 3D, and 3rd party companies saw the posibilities and threw in their 2 cents(read lots of bucks)
Unreal wans't the first 3d game (far from it), but it was hyped in a way Quake1 or 2 were never, so even before it was released, there was high ewpectations in terms of sales. I guess featuring your technology in it is a good marketing.

Re: Unreal and EAX

Posted: Sat Aug 29, 2009 1:54 am
by DieHard SCWS
Unreal wans't the first 3d game (far from it), but it was hyped in a way Quake1 or 2 were never, so even before it was released, there was high ewpectations in terms of sales. I guess featuring your technology in it is a good marketing.
I know those games are concidered 3D, but i might see it differently. And i played DOOM, Quake, Duke Nukem, Heretic etc. alot, and for sure liked those games, and still concider them one of my favorite games. But i think, actual true 3D came with Unreal. Unreal introduced 3D environments which allowed to have rooms on top of eachother while this is impossible with DOOM like aproaches. Than theres also Dynamic lighting. Theres really tons of stuff that makes Unreal true 3D compared to the other games i mentioned.


And dont get me wrong, DOOM and the others were at their time awsome 3D games, and already had stereo sound, and super duper cool soundeffects, and supurb use of texture coloration. And seeing the limitations that the makers had, they pulled out the full 100000 million % out of it.


But for true 3D, you have to turn to Unreal, at that time it was unmatched like the first DOOM was at his time. And the companies like S3 and Creative, Microsoft saw this and threw in their latest(as said read future) stuff. Enginewise Unreal was only passed by the DOOM III engine and not a second before. And that means that the technology put in Unreal in 1995-1998 was years ahead of everything.


And even now we build on that 1995 technology. The use of the S3TC texures prooves that. I seriously doubt there will be a game withing 10 years that will come close let alone match what we have now. We have 4096 x 4096 pixel textures now, while games like UT3, DOOM III, GOW are stuck with a louzy 512/1024. And frankly i do not even concider those Low End because they are not. While we have Low End, High End and upcomming Extreme End.


And furthermore look at whats possible with the 227 patch, footstepsounds, footstepprints, S3TC textures, sprites, and a s h i t load more. And sure, Smirftsch is working on core level, but still lots of stuff is activating whats theoretically already there. Even shadows, its there, just awaiting activation.


And i know there is no game that does, or ever did contain that much technology. They really threw in all they had, and used it, or not, but its still inthere even if its not active.
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Re: Unreal and EAX

Posted: Mon Aug 31, 2009 7:56 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Cube is also a great game, I love the engine. :) It's sooo simple. :)