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RAGE videos (from E3)

Hell yea. Now make me a full blown, system raping PC version, id. Please. I'm begging you.
 
LOL, you can mess up the alignment on a 256x256 texture. There is more to the coordinates than (0,0). The texture mapping is just different (using virtual coordinates) for geometry. It's not a single texture laid across the world in one piece. :p

Take a look at the Rage gallery here to see how textures are put into the "megatexture": http://www.pcgameshardware.com/&menu=browser&mode=article&image_id=1172192&article_id=692157&page=1 That pic shows typical textures and the terrain pics show a really huge texture. The problem isn't going to be a misalignment, it's going to be generating the terrain and making a detailed enough megatexture to cover it so it looks good. The editors included should help with that.

Im going to need more RAM! haha. I mean I work with 4GB Photoshop files all the time, but this looks even bigger. But still, missing points on a small texture isn't as easy as on thousands of points on a little texture. I'm sure there shall be lots of TRON and White levels to begin with. It's good to finally see what it looks like, I was sure that it was a giant peice from their description! I always wondered why there wasnt giant stretching on anything tall! Maybe for the creation there could be something like Modnationracers populatate mode! That just takes your blank level and randomly fills it with trees and buildings and things, then you can move them around. But for tis it would fill the land with blemishes and cracks. I'm going to need more time! Damnit ive missed ID.
 
For the love of god id, please don't take up the gears of war style blood spatter. It just looks awful. I want at least semi-realistic blood spatter.

Well I bet iDTech5/Rage will allow one to customize it into oblivion or there will be mini-MODs etc
 
now Bethesda can make an awesome elder scrolls game based on this tech, that would be so great, no tile sets, completely unique geometry everywhere, be a lot easier to hide buttons for secret doors and such and make exploring so much more rewarding

But it would be harder to add porno strip clubs and sexy armor shops with the megatexture!!!
 
Pretty amazing if it is a 360, impressive work. I'm not normally an id fan, but the do build a great engine.
Yeah and id already said that it's going to look even better on PS3 and PC, so I can only imagine how great it's going to look in the end.

Either way, this is going to be the killer game of the decade. It looks absolutely incredible and since we all saw the first trailer a few years ago, everybody wants this game. It's got something for everybody.
 
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Hmm

I've seen screenshots of this a while back and it looked soupy and pretty low resolution, the models weren't too complex either, the game looks smooth and varied and in some respects detailed in that areas have lots of unique textures and models...however It doesn't look like theres an awful lot of detail in any one model.

These things make a tech demo/video look good where detail is hard to make out on screens in the background, but played on something like a PC with a high resolution screen that shows up all the detail, I don't think it's going to look all that great.

John really works his magic with his engines and squeezes out performance very well but the console hardware is now 10x slower than what a modern PC can kick out, that's a fairly significant reduction in speed, and with cross platform development core here, I dont think it bodes well for the PC.
 
John really works his magic with his engines and squeezes out performance very well but the console hardware is now 10x slower than what a modern PC can kick out, that's a fairly significant reduction in speed, and with cross platform development core here, I dont think it bodes well for the PC.

The makers of killzone 2 (its good looking for a console game damnit) said that they only used at most 60% of the ps3. The ps3 is a nvidia GTX 7800 (I think), 256mb of RAM (maybe 512, not sure) with a 7 cell 3.4gh/z processor. And the xbox is suckyer still (it's ATI! buuuurn!!). Anyway, the main problem is going to be with the RAM with a console port, which is why you see lower quality textures, more loading screens with console ports. Most console games run in 720p HD. so its pushing alot less pixels than a PC game. Think about how many more fps you get setting the resolution low on PC games.
One bonus console ports have is that your not optimising for 300 different GPUs and 1000s of CPUs. You have one set that everyone has. Easier testing, better optimization, more efficiency even if the parts are alot suckyer. And remember, not everyone has a hardcore computer. And they have to make it work for crap ones too.
And waa another princess!
 
The makers of killzone 2 (its good looking for a console game damnit) said that they only used at most 60% of the ps3. The ps3 is a nvidia GTX 7800 (I think), 256mb of RAM (maybe 512, not sure) with a 7 cell 3.4gh/z processor. And the xbox is suckyer still (it's ATI! buuuurn!!). Anyway, the main problem is going to be with the RAM with a console port, which is why you see lower quality textures, more loading screens with console ports. Most console games run in 720p HD. so its pushing alot less pixels than a PC game. Think about how many more fps you get setting the resolution low on PC games.
One bonus console ports have is that your not optimising for 300 different GPUs and 1000s of CPUs. You have one set that everyone has. Easier testing, better optimization, more efficiency even if the parts are alot suckyer. And remember, not everyone has a hardcore computer. And they have to make it work for crap ones too.
And waa another princess!

Bingo.

When you can write to specific hardware, you can better squeeze every last bit of performance out of it. Look at an early PS2 title like The Bouncer and compare it with God Of War 2. GOW2 was a generational leap in quality, it stood toe to toe with XBox 360 games that came out at around the same time. It was like squeezing blood from a stone, but they did it.

PC games are different in that developers do not write to specific hardware, plus PC hardware is a constantly moving target, so they depend on brute force (and a lowered ceiling for high performance) to make up for it.

The 2011 games at E3 this year looked even better than the games that I'd seen on the same systems. There is are a few more years of headroom to go.

I was fortunate enough to see the Rage demo at E3, running on a massive plasma (I think it was one of the Panasonic 85" Professional series). It looks significantly better than any of the video you've seen uploaded, it is ridiculous. I've never seen a game keep such a consistently smooth framerate without ever dipping or stuttering, all while keeping such a high level of visual quality.

And it was running off a 360!

Very impressive. I can't wait to see how it looks on PC.
 
I drool. It's going to be fun that the PC version comes with mapping tools out of the gate! The mod community is going to love this!
 
I had absolutely no idea that it was pronounced "id". I always thought it was ID, like identity or something, I guess.

I'm skeptical that everything in the game is unique and non-repeated, though. Is the game like 100 gigs or what.
 
I had absolutely no idea that it was pronounced "id". I always thought it was ID, like identity or something, I guess.

I'm skeptical that everything in the game is unique and non-repeated, though. Is the game like 100 gigs or what.


Lol, we all have thought id was actually pronounced EYE DEE at some point in time. Funny thing when I wrote to John Romero a while back I had typed iD when referring to id. He quickly corrected me to the proper case usage, being: id


And yes, mega-texture technology allows for exactly that - absolutely unique environments. John Carmack FTMFW! The un-compressed game is near a couple tera-bytes!! :eek:

PC all the way baby!
 
Bingo.

When you can write to specific hardware, you can better squeeze every last bit of performance out of it. Look at an early PS2 title like The Bouncer and compare it with God Of War 2. GOW2 was a generational leap in quality, it stood toe to toe with XBox 360 games that came out at around the same time. It was like squeezing blood from a stone, but they did it.

PC games are different in that developers do not write to specific hardware, plus PC hardware is a constantly moving target, so they depend on brute force (and a lowered ceiling for high performance) to make up for it.

The 2011 games at E3 this year looked even better than the games that I'd seen on the same systems. There is are a few more years of headroom to go.

I wonder if Sony are going to produce that black magical game optimization thingy that they made. Which was used for the last few years of the psOne. Which was used with games like silent hill and MGS started being produced (I think it was those games, I don't remember).

I had absolutely no idea that it was pronounced "id". I always thought it was ID, like identity or something, I guess.

So i't IS like the id now! They changed the capitals after doom. They were "Ideas from the Deep" at one point, don't remember how it goes.
Quake wars (on PC, ps3 etc.) uses the mega textures thing already, and doesn't have the repeated textures (it's nowhere near as pretty though)
 
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I hate how iD has directed itself more torwards consoles and less towards PC's. I understand that its because of money, but Id rather see a PC port to console rather than console to pc.
 
I hate how iD has directed itself more torwards consoles and less towards PC's. I understand that its because of money, but Id rather see a PC port to console rather than console to pc.

They did start off making a mario port...And they are doing both. Also, I can't think of an id game that wasn't released on a cosole. Commander keen? (it was only on the gameboy)
 
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They did start off making a mario port...And they are doing both. Also, I can't think of an id game that wasn't released on a cosole. Commander keen? (it was only on the gameboy)

While it is true that id games have been ported over to console, they've never built any in parrellel with PC versions, it's unique to RAGE and I'm assuming DOOM 4 will be the same way.




[id <3 here...where the heck is Phide at?]
 
So i't IS like the id now! They changed the capitals after doom. They were "Ideas from the Deep" at one point, don't remember how it goes.
Ideas From the Deep is another company that produces family games. As far as I know, id has always been in reference Freud's ego concept.

I hate how iD has directed itself more torwards consoles and less towards PC's. I understand that its because of money, but Id rather see a PC port to console rather than console to pc.
There are technically no ports with Tech 5: It's a build-once-run-everywhere platform. id's able to push out new builds for all four platforms simultaneously.
 
Ideas From the Deep is another company that produces family games. As far as I know, id has always been in reference Freud's ego concept.


There are technically no ports with Tech 5: It's a build-once-run-everywhere platform. id's able to push out new builds for all four platforms simultaneously.

&#8593; There you are Phide! I figured you'd be in this thread in soon.

For anyone who hasn't read it, the book Masters of Doom is literally one of the best reads both for fans and non-fans alike.
 
I hate how iD has directed itself more torwards consoles and less towards PC's. I understand that its because of money, but Id rather see a PC port to console rather than console to pc.

There is a difference between porting from console and developing for PC and console in tandem. You shouldn't worry about the latter, especially from a company like id that completely gets control, responsiveness, and feel on the PC.
 
I hate how iD has directed itself more torwards consoles and less towards PC's. I understand that its because of money, but Id rather see a PC port to console rather than console to pc.

idtech5 allows them to simultaneously development on all three platforms, so no one should be getting a shitty port version. they did a demo a while back and a developer could spawn an item and have it show up within seconds on ps3, 360, and pc dev environment.
Posted via [H] Mobile Device
 
Bingo.

When you can write to specific hardware, you can better squeeze every last bit of performance out of it. Look at an early PS2 title like The Bouncer and compare it with God Of War 2. GOW2 was a generational leap in quality, it stood toe to toe with XBox 360 games that came out at around the same time. It was like squeezing blood from a stone, but they did it.

PC games are different in that developers do not write to specific hardware, plus PC hardware is a constantly moving target, so they depend on brute force (and a lowered ceiling for high performance) to make up for it.

I don't think this is very fair, a lot of developers spend time optimising code for multiple render paths, the big boys like valve and no doubt id are taking a look at the different render paths for ATI and Nvidia cards and making adjustments to make use of the hardware they have. Sure that takes longer and overall and that's something they don't have to do with the consoles, but it doesn't mean they "brute force" performance out of PCs.

A lot of developers develop fallback effects so when a specific version of directX is supported, or the high end pretty effects are too slow on low end hardware, they can fall back to simpler effects of lower fidelity, it's a system that works well, it's the very same system (the progression of DX shader revisions) that drive technology forward, it necessarily has to be backwards compatible in order to be of any use.

It's quite elogant I think, we can run games on a massive range of hardware and depending on how much the user wants to spend on their rig they can experience a wide range of different quality, it enables people with good computers to actually experience high quality graphics, it's the only reason people would buy new hardware and keep the progression of graphics technology moving forward at this pace.

Consoles are like a big spanner in the works, they're like a brake for technology which brings it screeching to a halt for 5-6 years at a time, I dread to think of the long term implications of this on the gaming community as a whole, it's not really very nice.
 
I don't think this is very fair, a lot of developers spend time optimising code for multiple render paths, the big boys like valve and no doubt id are taking a look at the different render paths for ATI and Nvidia cards and making adjustments to make use of the hardware they have. Sure that takes longer and overall and that's something they don't have to do with the consoles, but it doesn't mean they "brute force" performance out of PCs.

A lot of developers develop fallback effects so when a specific version of directX is supported, or the high end pretty effects are too slow on low end hardware, they can fall back to simpler effects of lower fidelity, it's a system that works well, it's the very same system (the progression of DX shader revisions) that drive technology forward, it necessarily has to be backwards compatible in order to be of any use.

It's quite elogant I think, we can run games on a massive range of hardware and depending on how much the user wants to spend on their rig they can experience a wide range of different quality, it enables people with good computers to actually experience high quality graphics, it's the only reason people would buy new hardware and keep the progression of graphics technology moving forward at this pace.

Consoles are like a big spanner in the works, they're like a brake for technology which brings it screeching to a halt for 5-6 years at a time, I dread to think of the long term implications of this on the gaming community as a whole, it's not really very nice.

not quite true. A bigger spanner in the works are the majority of people who hold on to their 1.2gh/z single core rigs until they burn and refuse to upgrade as long as theres still one game they can still play! Although the high end PCs are constantly improving, enthusiast level computers are the exception not the rule. As a game developer, you need to make money. If you don't make money you're out of buisiness. So you need to appeal to the widest audience possible, which means catering to all of those single core 32mb graphic card users as well. Of course you could push the envelope, go and make the most amazing game possible, but only 3% of users could run it, and therefore buy it. There are a few exceptions to this rule, like crysis, which caused lots of people to upgrade, as did several other big titles before it. I mean, look at the number of people willing to buy direct x11 equipment, or saying "its just not worth it, ill sit this round out, blah blah" even among enthusiasts. Even some clinging onto windows xp with its dx9, "because it's better" which is ps2 era, and not having 64bit (I wish windows 7 had been 64 bit only, it would have helped so much). So your left with a limit on what you can do based on the audience you have to aim at to survive. Current consoles are alot more powerful than the average users computer, and if anything, when progressive generations of consoles come along it does give developers a kick in the ass to make things better that the new 300$ machines that run things better than their 1000$ computers. If you think back to when the ps3 was first released i'm sure you saw games that most people couldn't run? Consoles take generational leaps forward, pcs are gradual, their both making progress.

Look at what kind of computer specs you need to emulate a ps2 game, even an atari game, its at least 5x. Consoles do limited things, so they can do them well. Pcs do everything, which takes more time and power to do them well.
 
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