I bought RAGE...and...

Besides the size for the user there are many issues with MegaTextures.

Each time you have to edit any small detail, to add or replace an item in the world, you have to open your megatexture and edit it accordingly, which may be way harder than it should be honestly.

Also, if you think that it sucks on our end size wise, google how big it is on full details on their servers.


MegaTextures sounds nice, but ultimately, the pro of unique texturing is greatly overcome with it's many cons (quality, size, difficulty on the level editting process, etc).
Ohh yeah, because of that difficulty on lvl editting i seriously doubt that you will see any editting tool for the average player base of any game based on MegaTextures exclusively.
 
Besides the size for the user there are many issues with MegaTextures.

Each time you have to edit any small detail, to add or replace an item in the world, you have to open your megatexture and edit it accordingly, which may be way harder than it should be honestly.

Also, if you think that it sucks on our end size wise, google how big it is on full details on their servers.


MegaTextures sounds nice, but ultimately, the pro of unique texturing is greatly overcome with it's many cons (quality, size, difficulty on the level editting process, etc).
Ohh yeah, because of that difficulty on lvl editting i seriously doubt that you will see any editting tool for the average player base of any game based on MegaTextures exclusively.


If this engine was really meant for the consoles, would it make more sense to you?

I keep saying this seems to be a console first, PC meh, whatever, engine.

How much do all your cons mean to a console player, or a console developer.?

The game is pretty meh, but it's OK for the $15 I spent on it anyway.

This game is a console port. I know many did not expect that from iD, but they need to understand, Zenimax is running the show over their now, not Carmack. Not that I think he gives a damn about the PC either, but it certainly means iD is going to concentrate on delivering what Zenimax wants delivered, to the platform Zenimax wants it delivered..
 
I have an SSD on both of my main machines(i7 and x6) at my homes. One's a Western Digital and the others a Kingston. However I don't see how this would be pertinent, as I have the games installed on the system's respective 2TB WD Black drives.
Either SSD or WD 2TB Black HDD, you have fast read times for the game. I do think RAGE likes having a very fast read operation. If you notice while in game and spinning around, your HDD access light is constantly on. RAGE hits the storage a lot.
 
Wow the pop ins are over the top. There is just no reason for a whole window to just pop into view as I pan the camera indoors. I've never seen anything like that. I also don't understand the screen tearing. I've never seen it that bad on my display. In fact I've never played a game on this display where screen tearing was noticeable enough to bother me.

One other thing that made me laugh was the boundaries. I didn't know just how linear that this game really is. I walked into a couple of just flat areas almost on the path that you need to take where I just walked into an invisible wall. Its not even like I was in the middle of nowhere, this was on the beaten path literally. I've seen these types of boundaries in games like Oblivion but at least they're normally along some mountains or something.

After you get rid of the mouse smoothing and use a larger fov the gameplay really isn't bad. I'm having fun so far. Its just too bad that its such a poor port and the fact that it comes from the creator of the fps as we know it today makes it even more sad.
 
Virtual texturing essentially lets you grab textures as-needed from a large, very well-compressed image (or in Rage's case, a number of them). For all surfaces in the viewport, the engine fetches the texture data from these files, recompresses to another compressed texture format the GPU can handle natively and paints it to its respective surface. Because it's all designed around dynamically loading in texture data, you can spend the majority of available video memory on the textures needed for just the limited number of surfaces the camera sees (what's in the view frustrum), letting every surface use unique textures. Traditionally, you'd load in every texture the entire map requires (or add hand-defined resource zones to switch out textures no longer required and load in those that will be for the new zone), meaning your ability to avoid texture repetition is dictated by map size (and complexity, variety and so forth).

Basically it allows for every surface to be painted in a unique way regardless of all other factors, limited only by storage space and video memory, and without any hand-tuning by designers.
 
Either SSD or WD 2TB Black HDD, you have fast read times for the game. I do think RAGE likes having a very fast read operation. If you notice while in game and spinning around, your HDD access light is constantly on. RAGE hits the storage a lot.
Did you create the cache folder that the game was supposed to create on install ? I know that helped me out tremendously. Mines got like 2 gig in it.
 
Virtual texturing essentially lets you grab textures as-needed from a large, very well-compressed image (or in Rage's case, a number of them). For all surfaces in the viewport, the engine fetches the texture data from these files, recompresses to another compressed texture format the GPU can handle natively and paints it to its respective surface. Because it's all designed around dynamically loading in texture data, you can spend the majority of available video memory on the textures needed for just the limited number of surfaces the camera sees (what's in the view frustrum), letting every surface use unique textures. Traditionally, you'd load in every texture the entire map requires (or add hand-defined resource zones to switch out textures no longer required and load in those that will be for the new zone), meaning your ability to avoid texture repetition is dictated by map size (and complexity, variety and so forth).

Basically it allows for every surface to be painted in a unique way regardless of all other factors, limited only by storage space and video memory, and without any hand-tuning by designers.

I'm supposed to be impressed when the game requires a 20GB install and still doesn't have any detail to the textures up close? I'm supposed to be impressed when I can watch textures like an entire window pop in indoors? Oblivion with very high res textures in a larger game world doesn't do that and its engine is ancient. Excuse me if I think that this approach is a massive step backwards.
 
I havent played it yet, it sounds like Id Software to save some face. Needs to release a one level demo for everybody, that can truly show what Id Tech 5 can do on the pc. Wasnt there a rumor or somehtin where they might do a level of rage liek that for pc users. Though they said they couldnt do the whole game because it would take too much?
 
Wow the pop ins are over the top. There is just no reason for a whole window to just pop into view as I pan the camera indoors. I've never seen anything like that. I also don't understand the screen tearing. I've never seen it that bad on my display. In fact I've never played a game on this display where screen tearing was noticeable enough to bother me.


Check your global and rage graphic profile in the nvidia control panel and make sure vsync is not forced off. You should be able to tweak the game to have zero tearing and pop in.
 
Well I've only played for less than two hours now. It isn't terrible, but it isn't spectacular. I'm having a lot of issues with pop-in but otherwise it is a beautiful looking game. The animations when you shoot an enemy are really good IMO. But the game really hasn't sucked me in to keep coming back for more. The game feels like Borderlands, but just not as good.
 
Is there a mod out which replaces the existing barf like textures with something more hi res?
 
completely agree. i've played ~7 hours and keep finding myself quiting to go back and play more of Borderlands PlayThrough 2.
 
Virtual texturing essentially lets you grab textures as-needed from a large, very well-compressed image (or in Rage's case, a number of them). For all surfaces in the viewport, the engine fetches the texture data from these files, recompresses to another compressed texture format the GPU can handle natively and paints it to its respective surface. Because it's all designed around dynamically loading in texture data, you can spend the majority of available video memory on the textures needed for just the limited number of surfaces the camera sees (what's in the view frustrum), letting every surface use unique textures. Traditionally, you'd load in every texture the entire map requires (or add hand-defined resource zones to switch out textures no longer required and load in those that will be for the new zone), meaning your ability to avoid texture repetition is dictated by map size (and complexity, variety and so forth).

Basically it allows for every surface to be painted in a unique way regardless of all other factors, limited only by storage space and video memory, and without any hand-tuning by designers.

With fucking retarded execution on the developer's part. Rage is disgusting.
 
What you think is not my concern.

You are the one making excuses for what in practice is a massive step backwards. The general conscientious on the forums tends to agree with me. Hell the owner of this very forum wrote an article about how shitty this game looks.
 
With fucking retarded execution on the developer's part. Rage is disgusting.
In many cases I don't disagree. Rage could look horrific at times, especially with AMD's uncooperative drivers. Like I said, I think they made the transition too early (for multiple reasons), but the technology itself is sound.

Hell the owner of this very forum wrote an article about how shitty this game looks.
He's certainly entitled to his opinion. I'm not obligated to value it.
 
He's certainly entitled to his opinion. I'm not obligated to value it.

What about it don't you agree with? Thats what you haven't described. Do you honestly think that this is an efficient way of rendering? It took 7 years to make this game, its a 20GB
install and there is still no detail to the textures with tons of visible popins and other anomalies. You also have to remember that all that bs in the background isn't like Oblivion, Skyrim, or GTA4 where you can walk on or interact with all of it.

What impresses you about this technology? This is acceptable to you?

http://www.youtube.com/watch?v=sMy2rOnYiCw&feature=player_embedded
 
The thing that really gets me is the constant texture popping.
I can understand this on the consoles, but on PC... it really is unfortunate that id released something so poorly optimized.

Even Doom 3 could utilize 512MB of VRAM, and that was in late '04.
id, why you no deliver? :p
 
I preorderd the game for $60. While I wish I didn't pay $60 for it (and honestly I don't think I'd pay more than $30 for any game in the future) it was entertaining.

The game is worth $15 easily, though.
 
I like this game and it can be absolutely beautifl most of the time, but some textures are so low quality it's hard to understand how the rest of the game can look so great. I still give the game a thumbs up and recommend purchase play, but check these out.

This is on a system with i2500K ~4.5ghz and GTX470. All max settings in game.



 
Thats not even textures too me,, looks like the artist whatever was working on didnt finished, looks not even half complete lol..
 
I also snagged this when it was $15. It's 'ok' of a game I think. These megatextures do look nice and detailed when you're driving around and they are in the distance but most are horrible up close indoors. It's almost as they needed to tell the engine if the object/texture is 'indoor/outdoor' so the indoors don't compress themselves to the point of puke.
 
Thats not even textures too me,, looks like the artist whatever was working on didnt finished, looks not even half complete lol..
It had to have been tough on some of the artists, having a good deal of their work compressed so badly. It was a similar deal with Doom 3's audio: great sound design ultimately marred by horrid compression.

Not much to be done, though. You can't ship the game on 18 DVDs, going with Blu-ray wouldn't really have been viable and asking digital buyers to download 50-60GB worth of content is probably asking too much.
 
I finally got around to playing RAGE...took me around 30 hours to finish...game is a lot better then the critics made it out to be...definitely flawed in certain areas but overall I enjoyed it...most people didn't give it a chance after hearing about all the PC issues at launch but after the 2nd patch 98% of the texture pop-in is gone...game runs flawless on my GTX 580 at max settings

game looks gorgeous in areas but you definitely do notice low textures in places...gameplay is fun...the AI is really top notch...enemies dive, roll, hide behind squadmates shields etc...love the weapons...the car racing aspect is pretty cool...the mini-games are some of the best I've ever seen in a game

negatives are the fairly linear gameplay...not as open world as it should have been...story is pretty weak...save system is horrible, you need to remember to manually save otherwise the autosave points are so far away that you could potentially lose an hour or more of game-time

overall RAGE probably never recovered from the early bad press regarding the texture pop-in issues but it's worth a playthrough...especially if you can get it at a decent price
 
I finally got around to playing RAGE...took me around 30 hours to finish...game is a lot better then the critics made it out to be...definitely flawed in certain areas but overall I enjoyed it...most people didn't give it a chance after hearing about all the PC issues at launch but after the 2nd patch 98% of the texture pop-in is gone...game runs flawless on my GTX 580 at max settings
99.9% of the texture pop-in was gone on day 1 if you owned an Nvidia product and an SSD. The game had an unjust horrible reputation.

I had a lot of fun with it. The only thing I didn't like about the game was the horrible ending/final battle. It was like, I think, Farcry's ending. Just something rushed and thrown in at the end.
 
I picked up RAGE for about $15 and enjoyed it. I think its worth playing for sure, but not at $60!
 
It had to have been tough on some of the artists, having a good deal of their work compressed so badly. It was a similar deal with Doom 3's audio: great sound design ultimately marred by horrid compression.

Not much to be done, though. You can't ship the game on 18 DVDs, going with Blu-ray wouldn't really have been viable and asking digital buyers to download 50-60GB worth of content is probably asking too much.

So why not provide a tool in the installer to uncompress those textures? They could have done more bu didn't. Like I said, I enjoyed it but the graphics were subpar...
 
I finally got around to playing RAGE...took me around 30 hours to finish...game is a lot better then the critics made it out to be...definitely flawed in certain areas but overall I enjoyed it...most people didn't give it a chance after hearing about all the PC issues at launch but after the 2nd patch 98% of the texture pop-in is gone...game runs flawless on my GTX 580 at max settings

game looks gorgeous in areas but you definitely do notice low textures in places...gameplay is fun...the AI is really top notch...enemies dive, roll, hide behind squadmates shields etc...love the weapons...the car racing aspect is pretty cool...the mini-games are some of the best I've ever seen in a game

negatives are the fairly linear gameplay...not as open world as it should have been...story is pretty weak...save system is horrible, you need to remember to manually save otherwise the autosave points are so far away that you could potentially lose an hour or more of game-time

overall RAGE probably never recovered from the early bad press regarding the texture pop-in issues but it's worth a playthrough...especially if you can get it at a decent price

I agree 100% From my POV enjoying RAGE right now.
 
So why not provide a tool in the installer to uncompress those textures? They could have done more bu didn't. Like I said, I enjoyed it but the graphics were subpar...
They're encoded with Microsoft's HD Photo codec. Once it's compressed, the extra data is gone: you can't get it back.
 
So why not provide a tool in the installer to uncompress those textures? They could have done more bu didn't. Like I said, I enjoyed it but the graphics were subpar...

They're probably compressed more for the HDD transfer speeds as well as size. People bleat about texture popup with compressed textures.

Excuse me if I think that this approach is a massive step backwards.

Regardless of how well this was done, with proper hardware and setup, this would work well. It gives a way of not having repeating textures which avoids the texture effect which games like Oblivion and Skyrim are full of when you see large amounts of terrain/wall (also worth noting, skyrim in places has fairly frequent hideous textures...so does Oblivion). Making levels from tilesets because of limited hardware is a NES way of doing things. Just because most people don't have the hardware (large fast disks, vram, GPU) now to fully use this, doesn't mean in 10 years from now they won't either, or it wont be commonplace.
 
99.9% of the texture pop-in was gone on day 1 if you owned an Nvidia product and an SSD. The game had an unjust horrible reputation.

I had a lot of fun with it. The only thing I didn't like about the game was the horrible ending/final battle. It was like, I think, Farcry's ending. Just something rushed and thrown in at the end.

I didn't like the ending either but it actually did make sense in terms of the story they were presenting throughout...

it was all about raising the remaining Arks to the surface so that the Resistance had the manpower to defeat the Authority...in the end this was accomplished...to be continued in the sequel (or DLC?)
 
I have the Anarchy Edition and noticed that the bonus melee weapon 'Fists of Rage' is almost too powerful...I used that a lot throughout the single player campaign...it's pretty much a 1 shot kill for a lot enemies...even on the armored ones all it takes is a few hits

the Wingstick is another crazy powerful one...I think you can easily make it through the entire game using only Wingsticks and the Fists of Rage
 
Wingsticks are pretty expensive, though. My weapon of choice was the standard settler pistol with Fatboys. It's a cheap-enough ammo and does tons of damage.
 
99.9% of the texture pop-in was gone on day 1 if you owned an Nvidia product and an SSD. The game had an unjust horrible reputation.

I think if the game only worked correctly on a certain sub-set of hardware then it didn't have an "unjust" reputation. They may have fixed it later but at launch it was a piece of crap.
 
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