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			<div align="center"><h2><B>Unreal Tournament 2007</B> System Requirements<br>(Codename: Envy)</h2></span><br><br></div><b><b style="color:black;background-color:#a0ffff">UT2007</b> Graphics evolution</b><br>
<img align=right src="http://www.freakygaming.com/gallery/action_games/unreal_tournament_2007/thumb_characters_closeup.jpg">
The most visible technological improvements in <b style="color:black;background-color:#a0ffff">UT2007</b> come from the move to Unreal Engine 3. Environments now spring to life with rich shaders, and per-pixel lighting. All those fancy pixel programs require atleast a DirectX 9 compatible graphics card to be run at all.<br>
<br>

<b>First words on <b style="color:black;background-color:#a0ffff">UT2007</b> requirements</b><br>
We have preliminary system requirements for <b style="color:black;background-color:#a0ffff">UT2007</b> which according to the german gaming magazine PC Games Hardware comes from a source inside Epic Games. The Requirements are very high by todays standard, but hardware has got some time to get better & cheaper before the games estimated release, fall 2006.<br>
<br>
It will be intresting to see benchmarks from <b style="color:black;background-color:#a0ffff">UT2007</b>, to see how much processing power the Unreal Eninge 3.0 will require from our CPU's and graphic cards.<br>
<br>
<br>

<b>Preliminary <b style="color:black;background-color:#a0ffff">UT2007</b> System Requirements</b><br>
<br>
<b>Minimum Requirements</b><br>
CPU: 2.8Ghz<br>
RAM: 512MB<br>
Graphics: Geforce 6 series<br>
<br>
<b>Recommended System</b><br>
CPU: 3-4Ghz<br>
RAM: 1024MB<br>
Graphics: NVIDIA 6800GT/Ultra or 7800GT/GTX SLI<br>
<br>
<p>


<b><b style="color:black;background-color:#a0ffff">UT2007</b> Technical features and requirements</b><br>
* Dual-core CPU: Multi-threading is supported and should provide much better performance<br>
* 64-bit version to be available with better textures<br>
* Renderers: SM3.0, 2.0, possible DX8 renderer<br>
* HDR supported<br>
* Physics: Novodex Physics Engine<br>
* AGEIA PhysX PPU supported.<br>
<br>
Keep in mind that these are not official requirements from Epic, nor final. What we know is that the game will take advantage of technologies such as dual core processors, AGEIA compatible Physics chips and Shader Model 3.0.<br>
<br>

Thilo Bayer, Editor-in-Chief PCG Hardware, adds:<br>
<i>As I clarified in a seperate e-mail with Mark Rein, we have some misunderstanding in the term "minimum specs". We mean "minimum specs for high in game detail" which is not the same as bare "minimum specs" so that the game runs at all.</i><br>
<br>
<br>


<b>Statements from Epic about requirements & performance</b><br>
<br>
At E3 2005, Epic's Tim Sweeney suggested an NVIDIA GeForce 6800 Ultra level card for decent frame rates at 1024x768 resolution.<br>
<br>
According to Mark Rein, VP of Epic, Nvidia 7800 GTX runs <B>Unreal Tournament 2007</B> significantly faster than the Geforce 6800 generation of cards.<br>
<a target=_blank href="http://www.theinquirer.net/?article=24161">Source: Inquirer</a><br>
<br>
			</td></tr>
		  </table>

                <p><font size="+1"><b><b style="color:black;background-color:#a0ffff">UT2007</b> Informational Summary</b></font> <br/>
                  <br/>
<font size="2">
                  <ul>
                    <b>The Basics</b> 
                      <ul>
                        <li><i>"We're not trying to make a prettier <B>UT2K4</B>. We're 
                          really trying to make a very new game."</i> - Steve 
                          Polge</li>
                        <li>Gametypes: ONS, DM, TDM, CTF, and a new mode called 
                          Conquest 
                        <li>The Skaarj will not be present 
                        <li>All levels are being designed <b style="color: red">prior</b> 
                          to the incorporation of artwork 
                        <li>A big focus will be placed on AI; "voice controlled 
                          AI"</li>
                      </ul>
                    </li>
                    <br/>
                    <b>Races/Teams</b> 
                      <ul>
                        <li>Necris <small style="color: white;">(The white-skinned 
                          gothic and/or undead - depending upon who you ask - 
                          guys from the original UT)</small> 
                        <li>Nakhti <small style="color: white;">(Originating from 
                          the <B>UT2003</B> and <B>UT2004</B> Anubans, this team is entirely 
                          Egyptian)</small> 
                        <li>Juggernauts <small style="color: white;">(The gene-boosted 
                          monstosities from UT2003 and UT2004)</small> 
                        <li>The Corrupt <small style="color: white;">(The team 
                          of Xan Kriegor's, who hails from UT and UT2004)</small> 
                        <li>Iron Guard <small style="color: white;">(The original 
                          and now reinstated team of assassins, again headed by 
                          Lauren and Brock)</small> 
                        <li>Krall <small style="color: white;">(The slave-race 
                          to the Skaarj, found in the original Unreal)</small> 
                        <li>Jakob's Team <small style="color: white;">(Possibly 
                          Malcolm's ThunderCrash team from <B>UT2004</B>, though the 
                          name is unclarified)</small> 
                        <li>Custom Team: <small style="color: white;">(The team 
                           player will create in the Single Player ladder of 
                          Envy)</small> 
                      </ul>
                    </li>
                    <br/>
                    <b>Twelve Confirmed Weapons</b> 
                      <ul>
                        <li>Dual Enforcers</li>
			<li>Impact Hammer</li>
                          <ul>
			    <li>Will <i>not</i> have a shield function</li>
                            <li>Instead has some sort of a "deflection" alternate fire</li>
			    <li>The deflection alternate fire is still in-the-works, so there's confirmed details on it yet</li>
                          </ul></li>
                        <li>Rocket Launcher </li>
                        <li>Flak Cannon</li>
                        <li>Shock Rifle</li>
                        <li>Link Gun</li>
                        <li>Sniper Rifle</li>
                        <li>Tridium Stinger
                          <ul>
                            <li>Replaces the minigun</li>
                            <li>Hails from the original <a href="http://www.planetunreal.com/unreal/">Unreal</a></li>
                          </ul></li>
                        <li>Canister Gun 
                          <ul>
                            <li>Acts as grenade-launcher, mine-layer, and bio-rifle 
                              all in one</li>
                            <li>Ammo dictates firing mode</li>
                          </ul></li>
                        <li>Translocater</li>
                        <li>AVRiL</li>
                        <li>Redeemer</li>
                      </ul>
                    </li>
                    <br/>
                    <b>Movement</b> 
                      <ul>
		        <li>Double-jumps and dodge-jumps remain. However, they're now more grounded, and feel less "floaty." 
			Basically, the player will now get the impression that there's actually some gravity pulling on them, 
			and the movement should feel more "solid."</li>
                        <li><i>"We use the gameplay of <B>UT2004</B> as a base. We wanted 
                          to start off with a known quantity so that as we made 
                          changed, we knew there were quantifiable improvements 
                          - it's not just different, it's different in ways we 
                          can point to specifically."</i> - Jim Brown</li>
                        <li>For those of you skeptical about the movement changes, 
                          remember this: while there <i>will</i> be more close-combat 
                          fights, double jumping and distanced hitscan fights 
                          have not been eliminated. Think of the change as a movement 
                          toward the fast-pace of the original UT, not a removal 
                          of what makes the movement 'Unreal.'<br/>
                        </li>
                      </ul>
                    </li>
                    <br/>
                    <b>Eighteen Vehicles</b> 
                      <ul>
                        <li>Nine 'Axon vehicles' [From UT2004 and ECE] 
                          <ul>
                            <li>Goliath may have destructable treads 
                            <li>The Scorpion 
                              <ul>
                                <li>May have rocket launchers</li>
                                <li>Now enclosed; no longer open-topped</li>
                                <li>May have rocket-boosters</li>
				<li>Ejection feature added</li>
                                <li>Rocket launchers and rocket-boosters can be 
                                  used to self destruct, kamikaze-style - players can survive
				  when this is used in conjunction with an ejection</li>
                              </ul>
                          </ul>
                        <li>Nine all-new Necris vehicles 
                              <ul>
                                <li>Said to be "more creative" and "out of the box" than the militaristic Axon vehicles</li>
                              </ul>
                      </ul>
                      <br/>
                    <b>Level design</b> 
                      <ul>
                        <li>Level editing will include the Kismet script sequencing 
                          tool</li>
                      </ul>
                    </li>
                    <br/>
                    <b>Community</b> 
                      <ul>
                        <li>Epic hopes to ensure <b style="color:black;background-color:#a0ffff">UT2007</b> will provide a more profound 
                          sense of community/game interaction 
                        <li>Plans exist to correct <B>UT2003</B> and <B>UT2004</B>'s steep learning 
                          curve</li>
                        <ul>
                          <li>Both newbies and competitive players should be able 
                            to thoroughly enjoy <b style="color:black;background-color:#a0ffff">UT2007 
</b>                          <li>It's possible to have a newbie friendly game that 
                            still requires skill. How? <i>"Reward people for expertise, 
                            but don't make it completely not fun for the novice 
                            player."</i></li>
                          <li>Think CS - anyone can get a few kills their first 
                            game ever, but it takes real skill and practice to 
                            be a fragging master, such as [winner of WCG 2000's 
                            UT division, and top CS player] Destrukt.</li>
                        </ul>
                        <li><i>"Pregame lobbies"</i> are being incorporated</li>
                        <li><i>"You can use your stats to find similarly abled 
                          opponents"</i></li>
                        <li><i>"People in the lobby can say 'Hey, I want to play 
                          a capture-the-flag match on this map.' and you'll set 
                          it up from there and boom, you'll all go off and play 
                          it."</i> - Steve Polge</li>
                        <li>Ability to enter your Clan-ID in a stats server, to 
                          view the status of clan-matches in a <i>"global rating 
                          system of how clans have done against each other."</i></li>
                        <li>Clan-pages and other sites will be able to be viewed 
                          from within the game</li>
                        <li><i>"Automatic downloading of mod content that you 
                          choose, perhaps in the form of a daily download..."</i></li>
                        <li>Console players rejoice! No more messy server-searching: 
                          <i>"We have a quickmatch kind of thing, where you hit 
                          a button and it finds a server that's about the right 
                          level with the best ping and sticks you there."</i></li>
                      </ul>
                    </li>
                    <br/>
                    <b>Conquest</b> 
                      <ul>
                        <li>Considered to be Assault's successor/replacement</li>
			<li>Aims to be like a "campaign," and contains (some) optional objectives - as thus, it's less linear than Assault.</li>
                        <li><i>"Potentially as large as three Onslaught maps, 
                          with assault-like objectives, and even a form of limited 
                          resource management planned."</i></li>
                        <li>Resource management: 
                          <ul>
                            <li>Certain bunkers will house tridium resources</li>
                            <li>These resources determine how quickly your team 
                              can built vehicles, turrets, etcetera.</li>
                            <li>The more bunkers you control, the slower your 
                              resources regenerate; this fixes the problem found 
                              in ONS where comebacks are near impossible.</li>
                            <li>Remember that when you take territory from an 
                              emeny, it physically changes; these changes can 
                              be as drastic as a conversion from the Necris' neogothic 
                              towers to a lush and breathing landscape.</li>
                          </ul>
                        </li>
                        <li><i>"Conquest will take advantage of the UE3 engines 
                          ability to seamlessly stream maps by putting you in 
                          a battlefield the size of several maps stitched together."</i></li>
                        <li>Players will battle on one of two teams, and each 
                          side's territory will look physically different. As 
                          you take a territory, it will convert to the other team's 
                          structures and physical surroundings.</li>
                        <li><i>"Conquest should appeal to a wider gaming audience, 
                          and provide a place where longer-term strategy, teamwork, 
                          and face-to-face fragging all meet."</i></li>
                        <li>While you'll be able to make forays into the other 
                          team's territory, a limitation on how long you can be 
                          there without losing health will keep combat focused 
                          on the front lines.</li>
                      </ul>
                    </li>
                    <br/>
                    <b>Artificial Intelligence</b> 
                      <ul>
                        <li><i>"You never want the game to feel like it devolves 
                          into 'Oh, I know the AI can't handle this tactic.' When 
                          you find a tactic that the AI can't handle, then the 
                          game is broken."</i></li>
                        <li>Through player-to-bot interactions, Epic wants to 
                          give the bots of <b style="color:black;background-color:#a0ffff">UT2007</b> 'more personality'</li>
                        <li>These personalities dictate the particular skills 
                          and weaknesses of bots, especially pertaininig to specific 
                          goals and tasks</li>
                        <li><i>"So if you're doing a flag run, you can hear what's 
                          going on back at your base because guys are shouting 
                          to each other where the enemy's coming from and what 
                          they're doing to prevent it"</i> - Steve Polge</li>
                        <li><i>"You'll be able to ask [the bots] questions about 
                          their status: 'Is there anybody down in the cavern?', 
                          'No, cavern's all clear'. Or you could throw out warnings 
                          like, "There's a sniper on the tower. Go get the sniper.'"</i> 
                          - Steve Polge</li>
                        <li><i>"You want the AI to do things that surprise you 
                          so that you feel challenged in terms of your reaction 
                          time, your strategies, and your tactical skills."</i></li>
                      </ul>
                    </li>
                    <br/>
		    <b>Physics</b>
		      <ul>
			<li>Uses Ageia Novadex physics engine, as opposed to UT2004's karma engine</li>
			<li>Environmental destructability is implemented on a "per-level basis"</li>
			<li>Levels that feature intense environment destructability will factor it into the gameplay</li>
			<li>All environments are "damagable" (ex: instead of leaving a mark, rockets might blast a small chunk out of a wall)</li>
		      </ul>
		    </li>
		    <br/>
                    <b>Miscellaneous</b> 
                      <ul>
                        <li>DM-Deck17 returns! <i>"Because we knew that if we 
                          made changes and tweaked the movement, everyone would 
                          be able to see the difference and the improvement because 
                          they knew what the level felt like before."</i> - Jim 
                          Brown</li>
                        <li>Epic claims that the AI and gameplay of Envy already 
                          surpass that of <B>UT2004</B> and most other current games</li>
                        <li>A blend of new and old: 
                          <ul>
                            <li>Epic designers aren't letting themselves be limited 
                              by previous games: <i>"The original UT was on the 
                              threshold of being a great game. If we had done 
                              2K4 without having to feel kind of in the box with 
                              what we had started in 2K3, I thought it would have 
                              been a much bch covers Envetter game than it was. 
                              We think there's alot we can improve."</i> - Steve 
                              Polge</li>
                            <li>Lovers of old school UT rejoice, for Epic shall 
                              not abandon thee: <i>"It's a wierd balance. You 
                              want to keep those who people who have been playing 
                              for a long time, but you still want to innovate 
                              and do new things for new people."</i> - Jim Brown</li>
                            <li><i>"We'll keep going back and forth [between the 
                              old games and the new one], saying what we like 
                              and what we don't like about each in terms of balance, 
                              movement speed, those sorts of things."</i></li>
                          </ul>
                        </li>
                        <li>Expect polish: <i>"We want to have all [the parts 
                          of the game] working for probably about a year before 
                          we ship. I think a big part of the success of UT will 
                          be that we've had such a long cycle of playing the game 
                          and improving it based on the idea, 'This is fun, but 
                          it would be more fun if...' and then really refining 
                          it - tweaking weapon balance, tweaking movement, tweaking 
                          vehicles, tweaking gameplay mechanics."</i> - Steve 
                          Polge</li>
                      </ul>
                    </li>
                  </ul><p> </p></font>
		
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