VanguardSaga of Heroes Archive

Guides · Sigil's official FAQ

17. Technology

Sigil Games Online · originally published by Vanguard Vault (IGN) · 1,206 words

Pre-launch answers, 2004-2006; the shipped game differed.

17.0.1 What kind of PC will I need to run the game?

The Vanguard client will be built to take advantage of the average gamer's machine at the time of release. The graphics engine is very scalable, so a below recommended spec machine should be able to run the game, albeit with less graphics goodness than a more powerful PC. Likewise, as newer and more powerful systems and cards come on the market, the Vanguard client will take be able to take advantage of them , scaling upwards. If you look at the screenshots we've released on our website and elsewhere, it's obvious that Vanguard pushes technology to make a more immersive world. That said, we are also commited to making our graphics engine very scalable such that you will not need a super expensive gaming machine to play.

17.0.2 What will be the min spec CPU?

It's too early to announce Vanguard's hardware, memory, or storage requirements, but our current guess at a 'min' spec is a machine with a 2.4 ghz processor, a graphics card with 128M of RAM, and between 512megs and 1 gig of system memory. Higher end systems will be able to take advantage of certain graphics and display options, but it is very important to us that Vanguard be a game that can be played and enjoyed on an 'average' gaming machine. Also, keep in mind that faster computers and graphics cards, plus the price of RAM, continue to go down -- with our planned release date being Winter 2006/07, a machine that will run Vanguard well will not be a costly one.

17.0.3 What will be the min spec Video Card/Video RAM

It's too early to announce Vanguard's hardware, memory, or storage requirements, but our current guess at a 'min' spec is a machine with a 2.4 ghz processor, a graphics card with 128M of RAM, and between 512megs and 1 gig of system memory. Higher end systems will be able to take advantage of certain graphics and display options, but it is very important to us that Vanguard be a game that can be played and enjoyed on an 'average' gaming machine. Also, keep in mind that faster computers and graphics cards, plus the price of RAM, continue to go down -- with our planned release date being Winter 2006/07, a machine that will run Vanguard well will not be a costly one.

17.0.4 What will be the min spec system RAM?

It's too early to announce Vanguard's hardware, memory, or storage requirements, but our current guess at a 'min' spec is a machine with a 2.4 ghz processor, a graphics card with 128M of RAM, and between 512megs and 1 gig of system memory. Higher end systems will be able to take advantage of certain graphics and display options, but it is very important to us that Vanguard be a game that can be played and enjoyed on an 'average' gaming machine. Also, keep in mind that faster computers and graphics cards, plus the price of RAM, continue to go down -- with our planned release date being Winter 2006/07, a machine that will run Vanguard well will not be a costly one.

17.0.5 Can I still play using a Modem? What is the minimum baud rate?

We believe so, yes.

The main issue with broadband and MMOGs is still a matter of cost server side, even though bandwidth prices have gone down. In other words, it still doesn't make sense to send out a lot of data to each player's client, even if they do have the capability to receive it. Now, obviously this will change, but we’re confident that by the time it does the vast majority of players will have broadband too.

17.0.6 What sort of graphics engine are you using to make Vanguard? Is it an in-house developed engine, or a licensed engine, or a hybrid of both?

"Our graphics engine is a hybrid, really. We licensed the Unreal engine, and used it as our starting point so we could rapidly get design and art working on the game, as opposed to just programming. Unreal is a FPS engine, and lots and lots of modifications are being made to make it an MMOG engine that suits Vanguard's specific needs.

Our lead programmer, Ryan Elam, is good friends with Tim Sweeney at Epic, and they talk often, share ideas and code, and we have access to all sorts of technologies.

Here is our press release regarding our use of the Unreal engine:

SIGIL GAMES ANNOUNCES USE OF UNREAL® ENGINE TECHNOLOGY

"Vanguard: Saga of HeroesTM" to Utilize Top Third-Party Engine

SAN DIEGO, California. - May 6, 2004 - Sigil Games Online, Inc. today announced that the company is using the Unreal® Engine as one of several licensed technologies used in their flagship product, the massively multiplayer RPG "Vanguard: Saga of Heroes."

"Unreal Technology enabled us from the very beginning to start making a game instead of an engine," said Brad McQuaid, president & CEO of Sigil and the co-producer for "Vanguard." "From nearly day one, our highly technical team of artists were taking their visions from paper to playable. Furthermore, within a few short months, our designers were seeing real gameplay and functional technology. It is integral to a content-based product like 'Vanguard' that the artists and designers rapidly generate assets and see results, and that all departments are working concurrently as quickly as possible."

The Unreal Engine has been instrumental in bringing dozens of titles to market on multiple platforms with fast, clean, and polished production value. "Vanguard: Saga of Heroes" will heavily modify the Unreal Engine and other technology over time to better support an MMOG's many special needs, while at the same time reaping the benefits of an extensive tool set and the support of the Unreal Development Network.

"I've known Tim Sweeney and the guys at Epic for over ten years", expressed Ryan Elam, lead programmer and graphics 'guru' for "Vanguard." "I've watched the Unreal Engine practically since inception, and I agree wholeheartedly with their philosophy of giving the developer a strong, stable foundation upon which to build a game. Frankly, they free our programmers up to do the 'Cool Stuff'!"

"We're thrilled to be collaborating with Sigil to combine their world class design and artistry with Epic's leading-edge 3D technology," said Tim Sweeney, CEO and technical director of Epic Games. "Sigil's core team members are largely responsible for the popularity of the MMORPG genre today, and it's almost scary to think of the potential of their talent coupled with the Unreal Engine's flexibility. Historically, massively multiplayer games have not pushed graphical detail and realism as ardently as other genres, but 'Vanguard' looks to demolish that trend."

Early on, as Sigil evaluated their technology options, McQuaid and Elam recall discussing their previous experiences building large and ambitious games with either home-grown or licensed technology.

"Given the scope and scale of 'Vanguard,'" said McQuaid, "it was really a no-brainer to use technology like Unreal's to accelerate the process. I'm glad we licensed third party technology for "EverQuest®" back when I worked at SISA/989 Studios, and I'm happy we made a similar decision with 'Vanguard' here at Sigil. The results speak for themselves.""

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