

Initially, Unreal Engine 3 only supported Windows, Xbox 360, and PlayStation 3 platforms, while Android and iOS were added later in 2010 (with Infinity Blade being the first iOS title and Dungeon Defenders the first Android title).

UE3 expected that content was authored in both high- and low-resolution version and baked normal maps for run-time a major difference to previous generations where the game content was modeled directly (since normal mapping is a per-pixel operation and almost all the dynamic lighting in UE1 and 2 was calculated per-vertex using a Gouraud Shading technique). On the rendering side, Unreal Engine 3 also provided support for a gamma-correct high-dynamic range renderer. All lighting calculations were done per-pixel, instead of per-vertex. Unreal Engine 3 was designed to take advantage of fully programmable shader hardware. Just take a look at this excerpt from Wikipedia: Still, this is a good time to take a look back at the engine, and its amazing progress over its lifetime. The first game on the Unreal Engine 3 (UE3), Gears of War, was not released until 2006. Technically, this marks the tenth anniversary of the First Look of the engine, which had been started in 2002. This weekend, Unreal Engine 3 turned ten years old!
