Mas copy paste de la entrevista:
This is THE question in our forums. Does UC run at 60 FPS or 30 FPS? In which case? Split-screen? Single Player?
James S: In general, it's 60FPS, the more complicated the fire fight, obviously there will be some dropping from that. In split screen some maps still run at 60FPS, others less. It's very dependant on the configuration you are running: How many bots; 2,3 or 4 player split screen, how many players, which map and whether you are in a big fire fight or not. Overall, we can say people will be very happy with split screen performance. It's one of the coolest features of the game.
What's the difference between UT2K3 and UC? What does the PC player will find in UC for the Xbox and viceversa?
James S: The list of differences is immense! Thousands of little things and many bigger things. I'll list off the 4 biggest:
1) Live support and all the goodies that go with it. We support ALL Xbox Live features and there are a ton of them.
2) Maps - All maps are different to some degree. Some small subtle changes to refine the gameplay for UC, others with dramatic changes. In addition, there are 10 entirely new maps.
3) Species - All the races in UC have their own unique abilities and powers, strengths and weaknesses.
4) Single player - The single player experience in UC is different from UT2003. You have to play it to see.
There are many many differences, BUT, we don't want to try to fool anyone here. We are not saying it's a completely different game. We are trying to deliver the best experience for UC on the Xbox and the best experience for UT2003 on the PC for a fast paced frag-fest FPS action game. So, there is no doubt, these are similar games.
Does Unreal Championship have any different weapons from Unreal Tournament 2003, how many does it share, or how many have different models?
James S: All models and animations are different, except for 1. They are all functionally the same, except they are balanced for UC, meaning they have a much different weapon balance that UT2003.
So no vehicles, not even in the future as downloadable content or something like playing Bombing Run on vehicles?
James S: That would be a consideration, but I believe the way Downloadable Content for Xbox Live works, it would not allow for such dramatic code changes. I'm not sure about the final policy for downloadable content, but I believe it needs to be isolated content such as levels, skins, etc. Not dramatic engine revisions such as would be required for vehicles.
What type of downloads will you offer via Xbox LIVE? Skins, Maps, Vehicles, etc. ?
James S: The first batch is maps. They should be available shortly after launch. After that we want to see the reaction to the game and see what people would like to have included in future content downloads.
Steve Sinclair, programmer of Unreal Championship at Digital Extremes, gave some answers last month on topics such as bandwidth, voice and more. He said DE was testing voice channels, a 'must push a button to talk'. Can you give us further details about these features?
James S: Nope, that changed. You select channels and simply talk. The bandwidth usage is exceptional now! It was optimized tremendously.