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Friday 02.25.05 - Official
PC demo available now!
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The official single-player PC demo for Tom Clancy's Splinter Cell Chaos Theory is finally here!
The demo features the Lighthouse map, the first level of the game, where Sam Fisher must investigate the kidnapping of an American citizen with some very sensitive – and valuable – intelligence.
The download is currently available from the following websites:
Worthplaying.com
FilePlanet.com
Ubi.com
GameShadow
GamersHell
AusGamers
StrategyInformer
3DGamers
In addition to Sam’s new moves, weapons, and ability to operate closer to the enemy than ever before, players will enjoy complete immersion into the shadowy world of a Third Echelon operative – be sure to take a moment to marvel at the industry-leading features in terms of graphics and sound (details follow below). Stealth-action gaming doesn’t get any better than this, so download the demo today and get busy saving the world.
You can also check out a series of screens that highlight the cutting edge features of Splinter Cell Chaos Theory’s PC engine, such as:
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GRAPHICS
- DX8 SHADER MODEL 1.1 VERSION
- Shaders architecture with diffuse and specular lighting parameters + environment reflection
- All lighting components are considering the normal map
- Specular lighting can be tuned depending on material properties (glossiness and strength)
- Procedural animated texturing is available on all shader components (diffuse, normal map, specular mask, environment map)
- Available for transparent materials
- Real time reflection materials on flat surfaces
- Complex character lighting with average compensation and translucency
- Filtered soft shadow maps with bleeding removal
- High resolution and no compression on character normal maps
- DX9 SHADER MODEL 3.0 VERSION (include all SHADER MODEL 1.1 features)
- Parallax mapping with height map support (virtual displacement mapping)
- Enhanced filtered soft shadows
- High dynamic range rendering
- Tone mapping
- Advance skin shader for character with subsurface scattering and improved light bleeding
- High internal precision rendering (remove banding artifacts)
- SOUND
- EAX 2.0/3.0 filters for dynamic sound propagation and occlusion
- Volumetric sources
- 4.0 ambient positioning
- CPU
- Multiple thread engine design
- Should give a significant advantage to CPU manufacturer with multiple simultaneous HW thread execution
- Very high number of primitives sent to the graphic chips (average of 2000 per frame)
- ART ASSETS
- Up to 50k polygons per scene
- Up to 500k polygons submitted per frame with shadows and shaders (multiple passes) with Shader Model 1.1 renderer
- Up to 200k polygons submitted per frame with shadows and shaders (multiple passes) with Shader Model 3.0 renderer
- Full usage of the shaders available in the engine
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