Trending Games | World of Warcraft | Overwatch | Pantheon: Rise of the Fallen | Elder Scrolls Online

    Facebook Twitter YouTube YouTube.Gaming Discord
Quick Game Jump
Members:3,752,819 Users Online:0
Daybreak Games | Official Site
MMORPG | Setting:Fantasy | Status:Final  (rel 03/16/99)  | Pub:Daybreak Games
PVP:Yes | Distribution:Download,Retail | Retail Price:Free | Pay Type:Free | Monthly Fee:$14.99
System Req: PC | ESRB:TOut of date info? Let us know!

IGN Preview of the new GFX engine!

Posted by James Snietka on Apr 09, 2004  | Comments

IGN Preview of the new GFX engine! - EverQuest -

   On April 5th, 2004, (sorry we were late!) IGN got a sneak peak at the new graphics engine for Everquest. Here are some of the features in the new graphics engine (take directly from, all credit goes to IGN and their staff):


  • Environmental Effects
    -- Better special effects for rain and snow

  • Sky
    -- Realistic sky gradient
    -- Advanced star rendering
    -- Multiple cloud patches moving independently

  • Animation and Skinning: Advanced animations with animation blending and stretching of skin.
    -- Hierarchical bone-based animation of models
    -- Animated textures (both color map and bump map)
    -- Animation mixing (each bone can perform a separate animation)
    -- Animation blending (between successive animations, either additive or averaged)
    -- Single-bone skinning supported for original assets

  • Asset Handling:
    -- More efficient loading of geometry and textures
    -- Option to turn off rendering of a piece of a given object

  • Bump Mapping
    -- Standard bump (normal) mapping (zones and characters)

  • Collision System: all new code
    -- Faster in many ways
    -- Numerous bugs in old system eliminated
    -- Client & server share the exact collision code now
    -- Line of sight tests in all zones should now be possible without substantial CPU penalty
    -- Improved targetting

  • Lighting: Higher quality dynamic lighting supporting features such as flickering candles.
    -- Normal maps for dynamic and static per-pixel lighting (diffuse and specular)
    -- Use of glow and gloss maps for self-illuminating and specular intensity

  • Texturing
    -- Tinting of skin layer
    -- Single layer texturing for NPCs includes color map, bump/glow/gloss map
    -- Two texture layers for old character art (for skin and clothes)
    -- Color keying as required for transparency on old art assets
    -- Detail texturing as required for Luclin terrain, etc.

       The changes are amazing, make sure to click on the following link to look at how rats and bats will look: