Carmack Expounds on Doom III
Rainier Wolfecastle writes: "Non-high-end-comp-owning geeks rejoice! GameSpot is reporting that John Carmack has confirmed that Doom III is Xbox-bound. Carmack said that id is totally commited to bringing the game to Microsoft's console with its visual splendor intact. Best of all, the game could be available on the Xbox as soon as May next year." And Warrior-GS writes: "John Carmack gave a two-hour presentation about Doom 3 and engine technology. GameSpy reports on the presentations and analyzes Carmack's comments and how they apply to the future of gaming. There is also a look at the demo of Doom III"
Does this mean that JC (John Carmack, not the other one) has caved in and will be using Direct3D, or can he use OpenGL without Microsoft throwing a fit?
Computer Science is no more about computers than astronomy is about telescopes. --E. W. Dijkstra
There will still be scaling issues, where the world is big and a lot of it is contributing to the image onscreen. Level of detail processing can help, but there are situations where you have to examine an excessive amount of geometry. One of the worst cases is a detailed city street, where you can see many blocks ahead and there are lots of trees, signs and whatnot that can obscure surfaces further away. Doing that well requires grinding through a lot of geometry. An insane amount of CPU time went into those long views down streets in Toy Story. All those houses have full detail. Game designers currently avoid such situations. Most driving games are laid out so that you never look down a really long street. And fog is your friend. It's still going to be a while before we have architectural-flythrough quality for long views in urban areas in real time.
Then again, a background process rendering billboards of distant street sections...
The current X-box or the next X-box???
And if the current X-box... Absolute minimum gives the engine a lot of room to move given the difference between Quake III at low detail 640x480 and high detail at 1600x1200.
In other words, having a low bottom end does not necessarily hold back having an insanely good top end.
If voting were effective, it would be illegal by now.
(also the home of arj and other odd archivers that are still not as good or just as good as gzip+tar, too bad they've never heard of bzip2).
Yeah... nothing like stereotypes or popular thought to cloud hard facts, eh?
In the Sound (WAV) Compression Test on compression.ca the GZip 1.2.4 + TAR combo comes in at 7.29b/B (91%), bzip2 0.9.5d + TAR is at 7.01b/B (87%). RAR on the other hand, comes in at 5.65b/B (70%) and Monkey's Audio 3.96 rocks in at 5.01b/B (62%).
So my 10mb of WAV takes up 9.1MB after being GZiped and 7.0MB after compressing it with that odd archive that [is] still not as good or just as good.
GZip and bzip are *excellent* compression tools. But they are not - and have not been for a long time - the kings of the hill.