RUSH FOR BERLIN
NEW TECH LEVEL FOR RfB
Munich/Basingstoke/Milan/Paris, 26/04/2006.
Deep Silver and Stormregion confirm the new 3D technology
standard for their upcoming RTS game Rush for Berlin.
"We have been improving the technology significantly over the
past months, e.g. the latest version of the proven Gepard
engine fully supports Pixel Shader 3.0 now. The 3D engine
delivers amazing pictures and creates a cinematic feeling.
Moreover, our team for story writing and cutscenes previously
worked in the TV and film industry. This guarantees a great
plot and mission development. Our mission design and the
Gepard technology have been highly rewarded in the past with
our releases of Codename: Panzers. We are sure to surpass
that quality in our upcoming strategy hit Rush for Berlin in
May 2006," says Tamás Szerémy (Development Director,
Stormregion)
Please enjoy the screenshots that demonstrate the use of
different Shader settings for comparison in Rush for
Berlin.
Detailed Technological Features
The further developed GEPARD engine provides full 3D
display.
Support of Shader 3.0 technology.
Realistic 3D effects: explosions, fire, smoke and
flying particles, muzzle fire and smoke, exhaust fumes, smoke
grenades, splashing effects and many more.
Realistically modelled units: dynamic suspension,
knockback on acceleration and braking, weapons recoil.
A vast amount of polygons per object: buildings,
bridges, power plants, castles, trains, trams, tanks and
other vehicles as well as soldiers.
Objects cast real-time shadows on themselves, the
terrain and other objects.
Environment mapping, e.g. bridges and clouds are
reflected in water.
Light and bump mapping / T&L.
Supports graphic resolutions up to 1600 x 1200.
Areas out of sight are covered by a fog of war - also
indicated on the mini map.
Use of the Miles Sound System for a complete 3D
environment.
Included SFX are: engine noises, shot effects,
explosions, sound of footsteps, distant artillery noise,
drizzle of rain, thunder effects, birdsong, splashing of
water, wind, etc.
Units talk in the style and language specific to their
nation. There are both single acknowledgments and longer
dialogues.
Supports wav and mp3 files as sound resources.
Positional sounds are managed dynamically in groups
based on the listener's position.
Dedicated 2D voice channels.
Streaming playback of mp3 files.
Separate volume controls for different sound types and
3D space mirroring for reversed stereo channels.