* High Density Crowds (100+ on screen at one time) 高密度群集(每次同屏人物100+,且全部顶点、多边形和AI都是实时计算) - The engine now supports far more characters on screen at once then it did and this has been demonstrated in Gears of War 2 with hundreds of locust seen on screen at once.
* Dynamic Fluid Surfaces 动态液面 - 水面的物理模拟更真实,范围也更广阔。Creates life like liquids in-game. With the use of this feature water acts like water in the game and whatever you do in or to it will result in a dynamic and realistic reaction.
Soft Body Simulations 软组织模拟~~
~ For truly elastic AND buoyant surfaces and objects simulations
~ Liquids with viscosity and surface tension with physics calculations
* Destructible Environments 环境可破坏 - Self-explanatory really. From what has been show so far the environments are not completely destructible but you can do things such as shoot the corner of concrete barricades off and cause other minor destruction to the environment.
另外 GeoW2 除了强劲的 UE3.5 还使用了两个强大的中间件: Natural Motion engine (自然动态引擎)用于生成自然的人物动作,曾运用于Grand Theft Auto IV, Star Wars: Force Unleashed等作品;Mova Contour Reality Capture System动作捕捉系统。
Tim Sweeney: The Unreal engine is really tied to a console cycle. We will continue to improve Unreal Engine 3 and add significant new features through the end of this console cycle. So, it is normal to expect that we will add new stuff in 2011 and 2012. We’re shipping Gears of War now; we’re just showing the next bunch of major tech upgrades such as soft-body physics, destructible environments and crowds. There is a long life ahead for Unreal Engine 3. Version 4 will exclusively target the next console generation, Microsoft’s successor for the Xbox 360, Sony’s successor for the Playstation 3 - and if Nintendo ships a machine with similar hardware specs, then that also. PCs will follow after that.