GSC Game World har sluppet nye screenshots fra det nye FPS'et deres, og de er virkelig imponerende.
GSC Game World (bl.a. Codename Outbreak og Firestarter), har tidligere annonsert spillet under tittelen Oblivion Lost, men det har skjedd mye siden den gang. Historien har utviklet seg mye og henter inspirasjon fra og er delvis basert på boka "The Roadside Picnic" av Strugatsky brødrene, filmen Stalker av Andrej Tarkovsky og ikke minst fra Tjernobyl katastrofen i Russland. I tillegg har grafikkmotoren fått seg en seriøs overhaling siden sist, hvilket har resultert i en skikkelig lekker grafikk (Legg merke til detaljrikdommen og lyseffektene i bildene nedenfor).
Spillet har ennå ikke fått noen offisiell releasedato, men det er nok verdt å vente på. Her er de siste bildene, fulgt av en laaaang feature liste:
Features:
- Levels combining closed spaces as well as enormous open areas
- Visualization optimized for hardware TnL (both FF and shading capable parts)
- Continuous level of detail technology for all the geometry
- ~100 000 polygons per frame at 60 fps on average hardware
- Detailed character models (500-10 000 polys)
- Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
- Detail objects (grass/small stones/etc)
- Portal-style, non-linear subdivision based visibility detection system
- Intelligent hardware state caching technology
- Both Direct and Radiosity lighting models
- Colored dynamic lights and dynamic "soft" shadows
- Intelligent shader subsystem
- Dynamically generated textures
- Reflections, chrome effects, etc.
- VR-Simulation engine optimized for massive payload
- High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
- Realistic physics simulation (ballistic, motions, fluid engine, snow, rain, explosions, etc.)
- Motion compensation scheme
- Particle system with real physics
- High quality HRTF 3D-sound with clipping and partial wave tracing
- "Low-penalty" & "low-delay" reaction technology (less then 1ms to start HRTF 3D Sound Source to play)
- Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
- High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
- Computer rivals possess virtual hearing and sight, which when combined with worked out AI makes them tough enemies
- Different kinds of enemies, military vehicles, helicopters, boats, etc (work in progress)
- Accurate hit calculation algorithm
- Powerful built-in scripting language
- Full realization of C-language and partial C++
- Only 6-8 times slower than real (x86) code
AI
- Simulation Level-Of-Detail and Culling
- Virtual sight, hearing, feeling
- Fuzzy logic controlled agents
- Advanced terrain reasoning with tactical assessment
- Adapting tactics with reinforcement learning
- Dedicated snipping tactics
- Team maneuvers
- Support for all D3D compatible accelerators, starting from 2nd generation (TNT/Voodo2/etc)
- The most important part of the mathematics is optimized for SSE & 3Dnow! instructions
- Editor supports both 3DsMAX 2.5/3/4 and Lightwave 6.5/7 as modeling tools