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Doom 3 vs. Source: Comparing Engines

Tom V. writes "DevMaster.net has an article that outlines some of the technical differences between Half-life 2's Source and Doom 3 engines from various game development aspects such as graphics, A.I., physics, networking, etc. According to the author, the winner is the Source engine based on its 'completeness' as a game development package. However, in terms of graphics, the clear winner is Doom 3."

144 comments

  1. Re:Completeness? by Anonymous Coward · · Score: 0

    I think you're being a little hard on Source... but I have to agree with you on Havok. Oh how I hate it (as a developer and gamer).

  2. Re:Completeness? by Anonymous Coward · · Score: 0

    RTFA dumbass. It has nothing to do with open/closed source. If you had RTFA and played both games, you'd see that Havok walks all over the built-in physics engine of Doom3. Your comment suggests that a very limited engine is superior because of who wrote it.

  3. Re:Completeness? by space_jake · · Score: 0

    Yeah but the Source engine is going to win on the consumer market because Joe Random PC user that buys a dell and doesnt know how to upgrade the video card is never going to be able to just walk through a store, pick up doom3, and have an enjoyable time playing it. He'll return it because it runs like garbage and to him a video card is just a thing with some RAM on it.

  4. Really a review of the games by Anonymous Coward · · Score: 4, Interesting

    The reviewer's methodology seems to be:

    1) Play both games.
    2) Compare graphics/sound/AI etc between the 2 games.
    3) Assume that those comparisons are solely founded on what the underlying engine provides, rather than some of what the games add on top.

    It's disappointing that a site with 'dev' in it's name didn't actually review the functionality, performance, and extensibility of the engines outside of games that might use it. Doom 3 is not just map and sound data fed into Id's engine, and Half-Life 2 is not just map and sound data fed into Source.

    The title should be "Doom 3 vs. Half-Life 2: Comparing games". This has the potential to be a fascinating topic, but this article is sophomoric.

    1. Re:Really a review of the games by casings · · Score: 3, Insightful

      Honestly, it sounds as if the whole article was written by a 14 year old Valve fanboy defending source against some evil company trying to take its rightfully deserved title for creating such things as "Counter Strike."

      I quote: "The Source Engine once again takes the title and rightfully so as the most popular FPS multiplayer game Counter Strike was developed by Valve."

      A little less bias would also do this article some good, not to mention fixing the authors grammatical mistakes. Does anyone else find reading "then" when it's used as "than" to be extremely vexing? Maybe not.

    2. Re:Really a review of the games by Riddlefox · · Score: 4, Informative

      The thing that gets me is that Counter-Strike wasn't developed by Valve.

    3. Re:Really a review of the games by ReverendLoki · · Score: 2, Interesting
      The methodology is worse than you suggest. Taken from his sound analysis:

      ...I haven't had the chance to experience the sound of Half-Life 2.

      He later reiterates this. I assume either 1) played HL2 with his sound turned off, or 2) hasn't played HL2. Furthermore, in the networking analysis:

      I've heard numbers of 64 players at one-time being played with little to no lag.

      So, from what I can tell, this entire essay is based primarily one published specs, screenshots, and secondhand anecdotes. I don't see once where he states he has actually played these games.

      Of course, to be fair, it's supposed to be an analysis of the underlying game engines, not the games. But in that case, why no inclusion of data from Vampire the Masquerade: Bloodlines, also based on the Source engine? Would certainly help differentiate between the engine and the game.

      I second that this topic has potential to be very interesting, but not with the treatment given in this article.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    4. Re:Really a review of the games by analog_line · · Score: 2, Insightful

      But in that case, why no inclusion of data from Vampire the Masquerade: Bloodlines, also based on the Source engine?

      Well, since there aren't any Doom 3 engine games in the marketplace aside from Doom 3 itself, it wouldn't be an especially well thought out comparison. Once Quake 4 gets released and we have more data points on both sides, I agree, that should be done.

    5. Re:Really a review of the games by Cassius105 · · Score: 1

      Bloodlines uses an early version of the source engine

      wouldnt exactly be fair to use it in a comparison

    6. Re:Really a review of the games by teh_dg · · Score: 1

      The author seems to remember to consider that Quake4 will show that DOOM3's engine can (or be made to) do outdoor environments reasonably, and then forgets about Quake4 when it comes to likely networking improvements. He also fails to mention the post-DOOM3 deal with Creative, which means sound will improve on other games using the engine.

      I doubt id will be selling the "DOOM3" engine to other devs in the future, rather they will be selling the base DOOM3 engine plus the additions they made to it with other games. Right now that's namely Quake4, but in the future enhancements for RTCW2 and their "new IP" game will come with the engine sales too.

      This is a very sensible approach towards continuous development of an engine that took rather a lot of investment. It also follows on from previous id methods: if you buy the Quake3 engine now, it's actually the RTCW engine - and probably with more enhancements e.g. the scripted movers from Enemy Territory. Naturally id wouldnt be using assets of completely 3rd party developers --they will have various different contracts and engine-packages, like any company who sells extremely complex services to other businesses-- but they will for games they co-develop (like they did with RTCW, ET, and are doing with Quake4). id's approach regarding their game-engine product seems to be changing only that while RTCW enhancements were made because they realised they had to react to the market and improve their product, this time it's planned. Hollenshead probably has a lot to do with this, from what he learned working as a consultant (with AndersenConsulting IIRC, I cant find the interview someone made at a Qcon where I found this out).

      Soley comparing the game DOOM3 with the game HL2 to decide what engine product to develop on would be like comparing two spin-off products which were built on incomplete versions of the engine products available to you. You'd also be forgetting other services the companies may be able to provide for you. To make the choice you're really going to have to plan your requirements and then contact id & valve and see what they have to offer.

    7. Re:Really a review of the games by Anonymous Coward · · Score: 0

      The good versions were.

    8. Re:Really a review of the games by lphuberdeau · · Score: 1

      He actually says that since Source is using DirectX, it can easily be ported to XBox. I think the guy never actually ave a shot at such a port. The author is probably more of a gamer wanting to develop games than a developper.

      I have to agree with you: the article is not serious.

      --
      Qui ne va pas à la chasse n'a pas de gibier
      PHP Queb
    9. Re:Really a review of the games by Anonymous Coward · · Score: 0

      Since the time that CS development came under the Valve umbrella the game has changed greatly. While the same principles are there, the dynamics of the game are almost completely different.

    10. Re:Really a review of the games by Anonymous Coward · · Score: 0

      All of you keep pointing out that he said:
      "...I haven't had the chance to experience the sound of Half-Life 2"

      If you would have read the next sentence before attacking him, you would have read this:
      "...I haven't had a chance to test out Half-Life 2."

      Thus proving he has never played Half-Life 2, and therefore he has no credibility whatsoever.

  5. Doom 3 Engine by Absolut+Fizznix · · Score: 1, Redundant

    It would of been nice if the game wasn't so dark.
    I mean, wasn't there duct tape in the future?

    1. Re:Doom 3 Engine by jmole · · Score: 1, Informative

      I really hate when people complain about the darkness in Doom 3. You do not deserve to play this game if you do not know there are two settings called gamma and brightness that can be adjusted on your monitor or in the Nvidia/ATI control panel.

    2. Re:Doom 3 Engine by eyeye · · Score: 1

      You have to change your system settings to play a game then there is something wrong with the game.

      Doom was a clear case of them getting a hard on for a feature (in this case lighting) and ruining the game to ensure people get to see their lighting (or lack of it). Tomb raider did the same thing, in one game they had some kind of flares that lara could use, surprise surprise the same game had many annoying pitch dark rooms.

      --
      Bush and Blair ate my sig!
    3. Re:Doom 3 Engine by FortKnox · · Score: 1

      I think he's complaining more that the color scheme used requires mucho black and brown. And when you add a color, like red, its the darkest red imaginable.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    4. Re:Doom 3 Engine by WankersRevenge · · Score: 1

      i know its the "in thing" now to joke about this, but I thought the lighting was terrific. i also liked the use of the flashlight as well. the fumbling panic you get when being attacked. the game gave me the creeps. My theory of why the game has been stigmatized is that it really did buck the whole premise of fps. That being control. Doom fucked with that by having the player constantly off kilter ... the lighting be key. And also, it threw in some survival horror elements. It'd be interesting to see how many lighting complaints boiled down to just that.

      btw, I did adjust the gamma because I have a cheap ass dark monitor (I have to adjust the gamma on everything) Once that was set, it was just a matter of enjoying the game. and enjoy the game i i did. cursing and shouting the whole way through.

    5. Re:Doom 3 Engine by Anonymous Coward · · Score: 0

      It would of been nice if the game wasn't so dark.

      Do you maybe of a dictionary or something? Seriously, don't you of time to use it or what? This is not that hard, you of to just read some books once in a while and you will remember it.

    6. Re:Doom 3 Engine by Anonymous Coward · · Score: 0

      Insightful? This is the most played-out criticism of Doom 3, right up there with "monster closets". If anything, this is redundant. Yes, we get it - Doom 3 is flawed. Move along.

    7. Re:Doom 3 Engine by CaptnMArk · · Score: 1

      For HL2, it would be nice if the powersupply for the grav gun also powered the flashlight.

      I mean, come on, the battery shouldn't burn out in a minute.

  6. Re:Completeness? by Anonymous Coward · · Score: 0
    ftgow
    I've played both games. Beat both games. I also took a dump today. People say Half Lifes physics are revolutionary, and that's just wrong. They spent 6 years working on this damn game that took my 15 hours to beat. My quess is they tried to work in their own physics system, and it failed, so they just spent the money to stole from users with their Steam thing, and license Havok.


    Not only that if you play the right games you would have already seen the use of physics. Deus Ex 2, the disgrace that it was, allowed you to pick of stuff and hurl them at people. Right when you walk out of Tarsus, you pick of a trash can and hurl it at the Order lady. That uses Havok.


    You people think the gravity gun is such a cool weapon? Maybe skinny little Gordon Freeman cant throw for shit...

  7. Couple of questions by wowbagger · · Score: 2, Insightful

    This guy says "I haven't been able to listen to the sounds in HalfLife II" - OK, but then did he really play the games, or is he just going on other people's statements about the engines?

    Or did he in fact play HL2, but for some reason was not able to hear the sounds?

    This alone makes me wonder about the validity of the review.

    And I am sorry, but while the issue of portability may not matter to many, it is important to me - and in that regard Doom wins.

    And one last thing - will this reviewer receive the flamage about saying HalfLife was based upon the Quake II engine that I did in when I said that in a previous /. post?

    1. Re:Couple of questions by irc.goatse.cx+troll · · Score: 2, Insightful

      Yes.

      Q2 or Q1?

      It's pretty apparent from a gameplay standpoint. In Quake2 to bunnyhop you had to run forward and strafe sideways. In Quake you could gain speed by just curving in the air-- Exactly the same way HalfLife does it (Except HL unregisters the +jump command if you're in the air, so you have to spam it within a frame or two of hitting the ground, rather than holding it in air like quake)

      And as the valve-erc page I linked noted, the mapping tools are identical, and theres the whole timeline thing->
      Quake1 : Jun 1996 [28 months from hl]
      Quake2 : Dec 1997 [13 months from hl]
      Half Life: Oct 1998

      Which sounds like enough time to create all of HL?

      And the console commands being so similar.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    2. Re:Couple of questions by Poseidon88 · · Score: 1

      He doesn't really mention what he's basing his comparison on. But since it's supposed to be from a developer's point of view, he may have tinkered with the Source SDK and gone over some documentation, without having actually played HL2.

    3. Re:Couple of questions by DarkkOne · · Score: 1

      I remember reading this quite some time ago, actually during the development of HL1 if I recall. It could just be the fact that I just woke up, but I'm fairly certain about reading that they switched engines in the development of HL from Q1 to Q2. I'd imagine that some of the already developed code was portable enough that what you ended up with was a sort of 1.5 hybrid engine. :shrugs:

      Just going off what I remember maybe reading 7ish+ years ago, but yeah.

    4. Re:Couple of questions by irc.goatse.cx+troll · · Score: 1

      Maybe some of the rendering code, but gameplay is still very quake1 like. Every player still has quake1 ammo attributes (cells/rockets/nails/shells) as you can see by doing a delta_stats in console on cs1.6 and probably other mods.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    5. Re:Couple of questions by log0n · · Score: 1

      The Halflife engine was the Q1 engine with a few things added: most notably, colored lighting - a Q2 engine feature, but developed independently from iD.

  8. on sound.... by jlapier · · Score: 2, Insightful

    This category is tricky, because I haven't had the chance to experience the sound of Half-Life 2.

    Maybe it's just me, but good sound is almost as important as good graphics to overall gameplay IMO. I'm not really sure I understand this article - either this guy is comparing Doom3 and HL2 by what's on paper only, or he played Doom3 with sound and inexplicably played HL2 without sound. How do you play a FPS without sound? Sound is atmosphere - good sound gets your blood running - I just don't get it - I wound't even bother playing without sound.

    Anyways, sorry to say, I didn't really get anything out of this article. To sum it up: Doom3 has better graphics and HL2 has better physics/AI/gameplay/multiplay. Oh you knew that already? Yeah, me too.

    1. Re:on sound.... by spyrochaete · · Score: 1

      You're right, sound should have been taken into consideration in this writeup. Both feature their own in-engine sound rendering.

  9. Error in first paragraph, should I stop reading? by zhevek · · Score: 1, Flamebait

    "Even more ironic is that Half-Life used the Quake 2 licensed engine from id." That's wrong. The original Half-Life used a modified version of the Quake engine, not the Quake 2 engine.

    Should I bother to finish the article?

  10. Source by Ford+Prefect · · Score: 4, Interesting
    Ropes/cables, machines, constraint systems, ragdoll physics, vehicles, kinmetic-animated bones, and a materials system make the Source Engine the undisputed champion of physics gameplay.
    Ever wanted to see Havok physics used to an extreme? Got a copy of Half-Life 2? Well, there's the incredible Garry's Mod for you! It's utterly ridiculous, and the eponymous Garry has a sick sense of humour.

    Last night, I built the incredible mattress-car - basically, just a mattress with a (powered) car wheel at each corner. It writhed and wriggled in a gloriously disgusting manner, and somewhat disturbingly started following me around. I tried shooting it but that didn't help, so I tied a fridge to it, set it on fire and chucked it into a lake...

    Doom 3 might have a basic physics engine, but I'm really looking forward to what modders can do with Source's network-friendly version of Havok.
    The cool thing worth mentioning for Doom 3 is it uses the CPU instead of soundcard to create the sounds. This produces great sounds for people with cheap soundcards, but your new, $200 soundcard won't be able to improve on it much.
    Doom 3's sound engine is awful compared with the original Half-Life, let alone Source. I've got a below-minimum-specs PC with a cheap sound card from 1998, and in Half-Life 2 I get real-time, room-specific reverberation and sound occlusion. I once walked off while a character was talking, and his voice became muffled when I went round a corner. It sounded real. Plus, the gun and bullet sounds are physically modelled - notice how they vary with distance and surroundings? The only things I haven't noticed it simulate are the speed of sound and proper Doppler effects (which Halo does!), but still, Doom 3's sound playback just seems bland and flat in comparison.

    Doom 3's graphics might be the first of a new generation of engines, but Source, while primitive in some areas, is an old-school engine taken to the logical extreme. Which is why I like it so much... ;-)
    --
    Tedious Bloggy Stuff - hooray?
    1. Re:Source by Mike+Hawk · · Score: 2, Insightful

      Doom 3's sound engine is awful compared with the original Half-Life, let alone Source.

      Really? How can you claim this when its well documented across many end-user systems that after every loading screen the sound skips degrading performance for an extended period of time. None of Valve's attempted fixes so far have worked for me. I don't care how their positional audio sounds when it doesn't just work.

    2. Re:Source by agraupe · · Score: 1

      I love Garry's Mod. I learned about it from my friend, who is, coincidentally, the author of the official FAQ. It's amazing to see a corspe held aloft by balloons. I try to get it floating, but not rising, and then I shoot cinder blocks at it. Endless fun!

    3. Re:Source by Anonymous Coward · · Score: 0

      >Doom 3's sound engine is awful compared with the >original Half-Life, let alone Source

      Doom 3 uses Ogg whereas Source uses mp3.

  11. Re:Completeness? by madaxe42 · · Score: 1

    That's not any old RAM. That's either Ardy or Deedee the famous crossdressing Ram. Baaaaaaa.

  12. Running Doom 3 at the highest setting by game+kid · · Score: 1, Insightful
    Doom 3's minimum requirements are Microsoft Windows 2000/XP; Pentium IV 1.5 GHz or AMD Athlon 1.7 GHz XP processor or higher; 384MB RAM and a DirectX 9.0 64MB Hardware Accelerated video card just to get the thing to even run.

    With my PC (a 1.1GHz Pentium III, 384MB RAM, 128MB video RAM) I can run Half-Life 2 on High (with its now-legendary stutters of course, but not too much difficulty).

    That you need 384MBs RAM just to run Doom III horrifies me, more than any of its monsters I've seen.

    --
    You can hold down the "B" button for continuous firing.
    1. Re:Running Doom 3 at the highest setting by ThePolkapunk · · Score: 0

      I play Doom 3 with 256 megs of RAM and have absolutely no problems.

      --
      Dear diary: Today I stuffed some dolls full of dead rats I put in the blender.
    2. Re:Running Doom 3 at the highest setting by game+kid · · Score: 1
      I play Doom 3 with 256 megs of RAM and have absolutely no problems.

      I stand corrected then. As you could probably tell, I don't own Doom 3; it's hard to compare something I do have with something I don't, so times like that I have to take TFA verbatim. Sucks to be me...

      --
      You can hold down the "B" button for continuous firing.
    3. Re:Running Doom 3 at the highest setting by ThePolkapunk · · Score: 1

      I stand corrected then. As you could probably tell, I don't own Doom 3; it's hard to compare something I do have with something I don't, so times like that I have to take TFA verbatim. Sucks to be me...
      No you don't, I just remembered that I recently upgraded my RAM to 512K, sorry about that!
      Someone should probably mod down my original post for stupidity.

      --
      Dear diary: Today I stuffed some dolls full of dead rats I put in the blender.
    4. Re:Running Doom 3 at the highest setting by Anonymous Coward · · Score: 0

      Except you can't even buy PCs anymore with less than 512 MB memory.

    5. Re:Running Doom 3 at the highest setting by rtaylor · · Score: 0, Offtopic

      That you need 384MBs RAM...

      Why? Todays pricing indicates 512MB Memory at a touch over $100 CDN. That doesn't seem all that unreasonable compared to the videocard that you should buy for maximum quality.

      "To run Doom 3 at the highest setting, the way it was meant to be run, you need a 512 MB video card, which don't even exist yet"

      --
      Rod Taylor
    6. Re:Running Doom 3 at the highest setting by Anonymous Coward · · Score: 0

      You're trying to play HL2 on high detail with that computer? Man I don't think the stuttering you're experiencing is because of a bug. My computer can't really handle the high setting smoothly and it's quite a step up from yours.

    7. Re:Running Doom 3 at the highest setting by Rico_Suave · · Score: 1

      I can't imagine running any modern game with less than 512MB. Yeah, they may run with less, but they won't run *well*. 384MB for Doom 3 is actually quite reasonable.

    8. Re:Running Doom 3 at the highest setting by Anonymous Coward · · Score: 0

      ...I recently upgraded my RAM to 512K...

      But even Bill Gates says you might need up to 640K.

    9. Re:Running Doom 3 at the highest setting by Anonymous Coward · · Score: 0

      Ok you are smoking crack. I have a P4 2.2 with a gig of fast RAM and a GeForce 6800 with 128 MB of RAM and I can't even run it on high without serious framerate issues when there are tons of objects and people on screen.

    10. Re:Running Doom 3 at the highest setting by Hard_Rock_2 · · Score: 1

      Not exactly. Those are just what they expect you'll need based on the other setting. a friend of mine has 256 mb ram ddr 2700 ram and it runs fine. granted he also has a 3200+ amd 64 which does help, but basically if you have a faster processor and video card you could get away with less ram.

    11. Re:Running Doom 3 at the highest setting by Anonymous Coward · · Score: 1, Funny

      Nah, maybe he meant he has 512,000MB of ram... He's using the new 256GB ram sticks...

    12. Re:Running Doom 3 at the highest setting by koreaman · · Score: 1

      It exists. Just because you can't see them at Best Buy yet doesn't mean they aren't out there.

    13. Re:Running Doom 3 at the highest setting by ThePolkapunk · · Score: 1

      That's what happens when I try posting and working at the same time... I meant 512M...

      --
      Dear diary: Today I stuffed some dolls full of dead rats I put in the blender.
  13. System Spec BS by JF · · Score: 2, Insightful

    "Doom 3's minimum requirements are [...] and a DirectX 9.0 64MB Hardware Accelerated video card just to get the thing to even run."

    People should learn to better research their stuff. Just because the iD website says it requires a DX 9.0b compatible card doesn't mean it requires a card with DX9 capabilities. The Doom 3 engine runs "fine" on GF3 Ti hardware.

    1. Re:System Spec BS by Anonymous Coward · · Score: 0

      Maybe on your Cray box it does, but on my 1.6 GHz P4 with a GF3Ti, Doom3 comes in at about 7 frames per second.

    2. Re:System Spec BS by Foolhardy · · Score: 1

      I've got a Athlon 2800, 64MB GF3Ti200 and 1GB of ram, Doom3 at 800x600 on medium gets 30fps consistently. I have to play HL2 on low at 800x600 to get the same framerate. Doom3 is also a lot more consistent in its rate; it stays at about 30 all the time whereas HL2 goes up and down a lot. I have to keep HL2 on low to help deal with the spikes. On low, Doom3's graphics look better than HL2 on low.

    3. Re:System Spec BS by cecom · · Score: 1

      I have an Athlon XP 2000/256 MB RAM + GeForce FX 5600 256 MB and Doom 3 is very slow. I never get decent frame rates - even in 640x480 there is occasional stuttering. (It still looks impressive though).

      I do have less RAM than the minimum game requirements (256 MB vs 384 MB), but that is supposed to affect only the time it takes to change levels.

      Sadly, I will never try Half Life II, which I hear is a great game, because I will never buy a game which _requires_ Internet to play.
      (I remember one time I used my gmail account to move an important file from my office to my home machine. Precisely in that evening gmail became temporarily unavailable. I don't blame Google, since it is a beta service anyway, but it taught me a very important lesson - never, never, rely on the Internet, especially when you can use a good olde floppy disk :-)

    4. Re:System Spec BS by JimmehAH · · Score: 1

      I have an Athlon 2400, 128MB Radeon 9600XT and 1GB of RAM. Half-Life 2 runs well (30-50 fps) at 1024x768 and the highest detail settings (no anisotropic filtering or FSAA though). Doom 3 is usually around 30 fps at 800x600 and medium quality settings.

    5. Re:System Spec BS by Anonymous Coward · · Score: 0

      Your low ram is really killing your performance more so than you probably think. Put in another 256 and you will see a huge improvement. If you don't have enough ram, the game has to start paging out to disk, which just slows down pretty much everything.

  14. Shallow by Harbinjer · · Score: 1

    The article definitely seems buzzword compliant, but to get a really good grasp, I think you'd have to try to develop a mod or something on each one to have a proper opinion.

    The other question is how expandable are they. In other words, how much can you do with them, with the least work. I think that improving half life graphics will be much harder than improving D3 networking.

    I'm not sure about Doom3 physics. How related is it to the game versus the engine. I seems that they just limited its use in the game, short of its potential in the engine.

  15. Re:Error in first paragraph, should I stop reading by game+kid · · Score: 2, Interesting

    If you're an XML parser, you should have done so on the very first byte.

    That said, it's too bad that Half-Life 2 can't be run on software unlike the original should the need/desire arise. I don't think the engine really matters, so much as the scalability of said engine. Half-Life 2's Source is about as scalable as...well, not much (requires DirectX, and at least version 6). Whatever HL's engine was, and however bad it looks now compared to HL2, it could still run on LOTS more PCs--OpenGL, DX and (again) plain old software. That helped its popularity.

    --
    You can hold down the "B" button for continuous firing.
  16. Garry's Mod by game+kid · · Score: 1

    Gotta love depth-of-field. Boy that mod looks awesome.

    On a side note: this just gave me a new sig.

    --
    You can hold down the "B" button for continuous firing.
  17. Source Engine? by dmayle · · Score: 1, Interesting

    Source Engine? Am I the only one here who thinks that Valve is trying to capitlize on the mindshare of Open Source Software by calling their engine "Source"?

    First thing I thought when I heard the name was that it might just be something like that (with source available), but, alas, no...

    1. Re:Source Engine? by kaellinn18 · · Score: 1

      ALL engines are source. It's compiled source code for crying out loud. The fact that your mind automatically assumed "Open" Source while other minds may automatically assume "Closed" Source or just plain "Source" (as that is its name) is irrelevant.

      --

      --------
      This isn't the sig you're looking for. Move along.
    2. Re:Source Engine? by spyrochaete · · Score: 4, Insightful

      Valve explained this once. The lake is the source, the filled glass is the game, and the faucet is the valve.

  18. sloppy article, sloppy engine by Bobtree · · Score: 3, Insightful

    I RTFA, and this guy is clueless.

    Quote: "The Source Engine's main lighting system is real-time radiosity lighting."

    There are no games using "real-time radiosity," period. Radiosity (or more generally, global illumination), almost by definiton, is too slow for real-time.

    This should probably read "pre-computed radiance transfer." It's pre-baked radiosity, cooked as a variant on spherical harmonic lightmap encoding. In other words: no real-time lighting, just PRT, faked dynamic lights (which EVERY other game does) and projective shadows. There is also no real HDR (high dynamic range) rendering in Source, just the same clever faking everyone else has.

    This stuff is old hat. Relatively speaking, Source is not technically advanced at all. The only place it consistently (purportedly) wins is the content tools.

    The big point that is NOT mentioned in the article is performance. Anyone who has played a lot of HL2 and CS:S can tell you that Source is just sloppy, on any hardware configuration. It is prone to periodic chugging, studders, fps drops from particle effects and physics lag online, etc.

    D3, comparatively is just tight. The unified surface shading model (lighting and stencil shadows) rocks, and iD knows exactly what they're doing. Valve apparently can not compete in the brainpower department.

    Game-wise, I personally preferred Doom 3 to Half-Life 2, old school playability vs. hype-tour-04, but that has nothing to do with the technical content.

    Valve can only hope to win by being the preferred mod platform. Their SDK uses tested and proven, centuries old, Elaborate Puppet Theater(TM) technology, so naturally everyone adores them for maintaining the traditional status-quo. Hooray for Valve.

    1. Re:sloppy article, sloppy engine by Ahnteis · · Score: 2, Informative

      >>This should probably read "pre-computed radiance transfer." It's pre-baked radiosity, cooked as a variant on spherical harmonic lightmap encoding.

      Whereas Doom3 has no radiosity at all. No line of site to the light source, no light. Pitch black. Levels were very carefully designed to make this flaw less obvious.

      >>In other words: no real-time lighting, just PRT, faked dynamic lights (which EVERY other game does) and projective shadows.

      Whoa there trigger. There is real-time lighting. It just isn't universal and unified like Doom3.

      >>There is also no real HDR (high dynamic range) rendering in Source, just the same clever faking everyone else has.

      The HDR rendering isn't enabled in HL2. It's seen only in an engine demo movie. Far Cry is the only game I'm aware of that has HDR currently.

      >>The big point that is NOT mentioned in the article is performance. Anyone who has played a lot of HL2 and CS:S can tell you that Source is just sloppy, on any hardware configuration. It is prone to periodic chugging, studders, fps drops from particle effects and physics lag online, etc.

      I've played a fair amount. It runs just fine for me. Everyone I've talked to with stutter/chugging problems has had their settings TOO HIGH for their equipment. They think they don't, but the fact that it stutters (where mine doesn't) says otherwise.

      >>Valve apparently can not compete in the brainpower department.

      Credibility? Gone.

      It's understandable to have a personal preference, but try not to let it upset you so much when someone disagrees.

    2. Re:sloppy article, sloppy engine by hackerjoe · · Score: 1
      I RTFA, and this guy is clueless.
      Indeed. I get a very strong impression that he hasn't actually touched the development tools -- he admits to not even having heard the sound in HL2 at all! -- he's just guessing at what the engines can do based on the games. For example, he downplays Doom's physics engine quite a bit, saying that although it has many of the same features, it's "on a smaller scale". Newsflash, the features are all that matters! The fact that the D3 level designers didn't use their physics engine as much as HL2 designers used theirs only tells you they didn't want that gameplay style.
    3. Re:sloppy article, sloppy engine by Bobtree · · Score: 1

      >>This should probably read "pre-computed radiance transfer." It's pre-baked radiosity, cooked as a variant on spherical harmonic lightmap encoding.

      >Whereas Doom3 has no radiosity at all. No line of site to the light source, no light. Pitch black. Levels were very carefully designed to make this flaw less obvious.

      This so-called "flaw" highlights a very prominent design decision: you can not play with the gamma to make the dark areas visible. Adding an ambient lighting term is absolutely trivial. Removing ambient lighting altogether for the game's conceptual integrity is what's impressive. This also coincides with the much debated flashlight-or-weapon system, again, obviously a design decision, as implementing weapon+flashlight is trivial (the first D3 mod made AFAIK).

      >>In other words: no real-time lighting, just PRT, faked dynamic lights (which EVERY other game does) and projective shadows.

      >Whoa there trigger. There is real-time lighting. It just isn't universal and unified like Doom3.

      My point was that the "radiosity lighting" that Valve claims Source does is NOT the dynamic lighting in the game.

      >>There is also no real HDR (high dynamic range) rendering in Source, just the same clever faking everyone else has.

      >The HDR rendering isn't enabled in HL2. It's seen only in an engine demo movie. Far Cry is the only game I'm aware of that has HDR currently.

      That's brilliant, the game that demonstrates the long bullet-list of engine features does not include them all.

      >I've played a fair amount. It runs just fine for me. Everyone I've talked to with stutter/chugging problems has had their settings TOO HIGH for their equipment. They think they don't, but the fact that it stutters (where mine doesn't) says otherwise.

      IIRC, The studder has to do with the audio driver sound mixer choking when starved during texture uploads to video memory. The best fix is to turn down sound detail. This is so laughably bad I don't know where to begin. Video driver quality is driven by very high competition, but sound drivers are almost universally total crap. Every serious game developer knows this, and virtually every game (excepting now-unnecessary 3d audio hardware support) does all audio mixing in software (not difficult or expensive), and then just fills audio-out buffers.

      You'll recall that iD was blackmailed by Creative into supporting EAX by way of stencil-shadow patents. Obviously their preference was to compute all audio and mixing in software.

      http://games.slashdot.org/article.pl?sid=04/07/2 8/ 1529222

      >>Valve apparently can not compete in the brainpower department.

      >Credibility? Gone.

      Incredulity? Rising.

      >It's understandable to have a personal preference, but try not to let it upset you so much when someone disagrees.

      I stated my preference, and Valve's hype is not upsetting, just sad, especially when people buy it wholesale.

    4. Re:sloppy article, sloppy engine by Bobtree · · Score: 1

      >>>In other words: no real-time lighting, just PRT, faked dynamic lights (which EVERY other game does) and projective shadows.

      >>Whoa there trigger. There is real-time lighting. It just isn't universal and unified like Doom3.

      >My point was that the "radiosity lighting" that Valve claims Source does is NOT the dynamic lighting in the game.

      I should clarify this (to the best of my knowledge, mostly via the gdalgorithms mailing list). The precomputed radiosity is a static lighting environment for moving characters and objects. This accounts for the dynamic look of the lighting on characters in motion, essentially faking global illumination at interactive rates. Moving lights, however, are standard dynamic lighting + standard projective texture shadows. This is why lights in HL2 were not breakable, and dynamic objects are not self shadowing.

      To contast, D3 has 100% dynamic direct lighting, and globally applied stencil-volume shadows, thus the unified shading model.

      Obviously, preference non-withstanding, which is "better" depends on the desired game environment, and HL2 and D3 went in different directions there. One of them was innovative (though a lot of titles mimiced D3's stencil volume shadows and beat it to market, I don't know that any others yet have a unified shading model), and one was not (we've had PRT lightmaps forever, HL2's are just envmaps instead), but had great art content regardless.

      >>The HDR rendering isn't enabled in HL2. It's seen only in an engine demo movie.

      HDR is also not the same thing as just rendering using high-precision buffers (128bpp), which again is trivial given hardware support. I don't know what they claim to have done in your demo movie.

    5. Re:sloppy article, sloppy engine by Anonymous Coward · · Score: 0

      Game-wise, I personally preferred Doom 3 to Half-Life 2, old school playability vs. hype-tour-04, but that has nothing to do with the technical content.

      Valve can only hope to win by being the preferred mod platform. Their SDK uses tested and proven, centuries old, Elaborate Puppet Theater(TM) technology, so naturally everyone adores them for maintaining the traditional status-quo. Hooray for Valve.


      Would you say Valve uses old-school modability vs. graphics-hype-tour-04?

      Innovation in engine tech, good. Innovation in gameplay, bad.

    6. Re:sloppy article, sloppy engine by Ahnteis · · Score: 1

      The credibilty comment was in response to
      iD knows exactly what they're doing. Valve apparently can not compete in the brainpower department.

      Just because Valve choses to focus on different aspects of the game hardly limits their brainpower. HL2 is one of the most enjoyable games I've played, and I've played a lot.

      Doom3 had it's moments, but it honestly wasn't as entertaining.

      This so-called "flaw" highlights a very prominent design decision: you can not play with the gamma to make the dark areas visible.

      Actually, you can adjust the gamma to make somewhat dark areas (most of the game) visible. (I did and enjoyed the game a lot more.) You can't make completely black things visible however. (Which would be a real help in some game types.)

      That's brilliant, the game that demonstrates the long bullet-list of engine features does not include them all.

      It was made repeatedly clear by Valve that HDR would not be in the game. Unfortunately, this article seems to have been written by someone who never played HL2. (Never heard the audio?!) HDR MAY be enabled at some point in the future.

      IIRC, The studder has to do with the audio driver sound mixer choking when starved during texture uploads to video memory. The best fix is to turn down sound detail.

      Or turn down the texture level. Either way, it's a matter of adjusting your settings correctly.

      You'll recall that iD was blackmailed by Creative into supporting EAX by way of stencil-shadow patents.

      I'll gladly agree that Creative are buttheads and have terrible drivers. :) (My audigy2 has decided to play static from 2 channels for no discernible reason and has caused odd driver problems for ages.)

      (from other reply)
      This is why lights in HL2 were not breakable
      HL2 certainly supports breakable lights. It's the same as turning a light switch on or off in a building. However, it doesn't support moving lights as well as the Doom3 engine.

      HDR is also not the same thing as just rendering using high-precision buffers (128bpp), which again is trivial given hardware support. I don't know what they claim to have done in your demo movie.
      It's avaialable online in bink .exe format. I'm sure fileplanet [ugh] has it. :) It's a very nice effect -- almost as good as Far Cry's. I wish it were available.

      (On the other hand, even though I have a nice gfx card, my poor cpu and memory wouldn't be able to handle it at high resoultions. Upgrades over the next few months should solve that.) :)

    7. Re:sloppy article, sloppy engine by SnprBoB86 · · Score: 1

      `There are no games using "real-time radiosity," period. Radiosity (or more generally, global illumination), almost by definiton, is too slow for real-time.`

      Not really...

      There are discussions of real time GI in an engine by Yann L here:
      http://www.gamedev.net/community/forums/top ic.asp? topic_id=172296

      Unfortunatly, no one has seen that engine in action (other than a few scattered screen shots).

      More recently, http://www.artificialstudios.com has gone live with their increadable (and really inexpensive) engine that sports `Precomputed Radiance Transfer (aka "Realtime Radiosity") support, allowing for Real-Time Subsurface Scattering and Soft Shadowing`

      Watch the videos, you will be amazed.

      --
      http://brandonbloom.name
    8. Re:sloppy article, sloppy engine by Bobtree · · Score: 1

      > The credibilty comment was in response to
      >>iD knows exactly what they're doing. Valve apparently can not compete in the brainpower department.

      When a game is technically deficient, I chalk it up to stupid developers.

      >Just because Valve choses to focus on different aspects of the game hardly limits their brainpower.

      I was not commenting on the gameplay or design aspects.

      >HL2 is one of the most enjoyable games I've played, and I've played a lot.

      And I've probably played more than you. I can see north of 250 games from where I'm sitting. I'm not exactly biast, but feel free to call me cynical.

      >Doom3 had it's moments, but it honestly wasn't as entertaining.

      If you want to talk entertainment, FWIW, that's more or less how I felt about HL2. Some fun moments, lots of boring linear railroading, way too easy, crap for story, and very very bad pacing. D3 had great backstory (imagine that), constant adrenaline pumping action, and graphics that made a difference in the gameplay.

      Despite the hype and marketing, I believe D3 is the more significant game. HL2 has a case of Halo-itis, where a basically good but unoriginal game is hailed as great and groundbreaking by a lot of fans who never played the liberally-quoted source material.

      I'm not saying HL2 wasn't any fun, just that it's high visibility tends to lend it more credit than it has earned.

      >>IIRC, The studder has to do with the audio driver sound mixer choking when starved during texture uploads to video memory. The best fix is to turn down sound detail.

      >Or turn down the texture level. Either way, it's a matter of adjusting your settings correctly.

      No, it isn't. The problem is that this is NOT a basic performance problem, it's an audio resource contention issue, and it's specific to certain system configurations. The impact of stuttering can lessened by turning down some settings, but it can happen even on the beefiest possible hardware.

      From the Steam News page: "Fixed sound stuttering problems caused by thread contention in sound system." Note that lots of people are still having issues with this.

      If you didn't have this issue, either your sound drivers actually work (gasp!), or your card or drivers lack the capability, and report this to HL2, which then mixes normally in software (possibly using DirectX). Either way, your setup is not experiencing the stuttering. It has nothing to do with basic performance.

      Turning down the sound detail improves performance not because it's less CPU intensive, but because it lessens the load on the broken driver mixing / sound system thead contention / whatever.

      At the very least, the default settings HL2 recommends for your box should not be so disfunctional (thus the "lack of brainpower" remark).

    9. Re:sloppy article, sloppy engine by Bobtree · · Score: 1

      >>There are no games using "real-time radiosity," period. Radiosity (or more generally, global illumination), almost by definiton, is too slow for real-time.`

      >Not really...

      Yes, really.

      Pre-computed means NOT realtime. PRT is all about making objects LOOK like they're in a radiosity environment, when it's mostly statically pre-mapped, leaving just a couple paramaters to evaluate in hardware (namely, the view vector and object positions).

      If you looked at these, you would see that the objects are nicely lit, but the environments do not receive any light bounces from them. Funny that.

      > There are discussions of real time GI in an engine by Yann L. Unfortunatly, no one has seen that engine in action (other than a few scattered screen shots).

      Gee, a message board post from several years ago claims the impossible and fails to deliver. What did I miss?

      >"Precomputed Radiance Transfer (aka "Realtime Radiosity") support, allowing for Real-Time Subsurface Scattering and Soft Shadowing."

      This is 100% marketing BS.

      Yes, you can approximate many radiosity-like effects, and subsurface scattering, with PRT, and use multi-sample shadowing hardware. No, it is not "real-time radiosity," has nothing to do with it, and, as usual, is a limited approximation with clever fakery.

      Ray tracing can easily approximate local GI behavior though, and real-time raytracing techniques are becoming more powerful. It's been said that graphics hardware will eventually converge to become raytracers, or something very close to that effect.

    10. Re:sloppy article, sloppy engine by Bobtree · · Score: 1

      >Would you say Valve uses old-school modability vs. graphics-hype-tour-04?

      I'm pretty sure I didn't say anything of the sort.

      >Innovation in engine tech, good. Innovation in gameplay, bad.

      I didn't say D3 was original, but HL2 innovation in gameplay? Don't make me laugh. Engine tech only matters if your game is playable and fun. Valve's "innovative gameplay" is a one-shot throwaway game, and a licensed physics engine, so they MUST have mods to make it viable. End of story.

    11. Re:sloppy article, sloppy engine by SnprBoB86 · · Score: 1

      What ever it is, the backyard video shows lighting far more impressive than anything else I have ever seen in real time...

      --
      http://brandonbloom.name
    12. Re:sloppy article, sloppy engine by CaptnMArk · · Score: 1

      And they were probably right.

      The improved "grav gun" at the later levels made them totally suck (way too easy).

    13. Re:sloppy article, sloppy engine by Anonymous Coward · · Score: 0

      "Game-wise, I personally preferred Doom 3 to Half-Life 2, old school playability vs. hype-tour-04, but that has nothing to do with the technical content."

      It does have a lot to do with your credibility, though, which is now shot all to hell. It's not "monster closets," it's "old-school playability"! They're not drab copy-and-paste interiors, they're "Pac-Man-style corridor mazes"!

    14. Re:sloppy article, sloppy engine by _Pablo · · Score: 1

      I am a fan id especially of Carmacks undoubted technical mastery of the first person consumer level graphics engines. That however doesn't change the fact that I was bored senseless by the poor gameplay of Doom 3.

      I am a fan of Valves ability to provide the best original first person shooter, that however doesn't change the fact that I was blown away by a great deal of Half Life 2 - the gameplay simply left Doom 3 in the dust.

      So you see, you can prefer one companies engine and another companies game...blind bias isn't necessary and just because you have 250 games doesn't stop you from being biased.

      --
      $2B OR NOT $2B = $FF
  19. But the real question is... by sepluv · · Score: 0
    Where's the source (for Source)?

    Insert "use the Source to escape Doom", "use the Source or else face Doom", &c joke here.

    Actually, I believe, ironically, Nvidia don't make the source for their Source engine but ID Software do for Doom (at least for older versions).

    --
    Joe Llywelyn Griffith Blakesley
    [This post is in the public domain (copyright-free) unless otherwise stated]
    1. Re:But the real question is... by sepluv · · Score: 0, Offtopic

      s/make the source for/make the source available for

      --
      Joe Llywelyn Griffith Blakesley
      [This post is in the public domain (copyright-free) unless otherwise stated]
    2. Re:But the real question is... by Anonymous Coward · · Score: 0

      You do realize that Valve made the engine for Half Life 2, not NVidia...right?

      Or were you too busy trolling to actually bother checking out even the most basic facts?

    3. Re:But the real question is... by sepluv · · Score: 1

      Sorry. It's Valve of course; not NVidia (who make graphics cards). (Slip of the keys; I was doing something Nvidia-related at the time.)

      --
      Joe Llywelyn Griffith Blakesley
      [This post is in the public domain (copyright-free) unless otherwise stated]
  20. vexing indeed by Anonymous Coward · · Score: 0

    How about using the word "obvious" twice in the same sentence? Maybe he was trying to point out that everything mentioned in the article was obvious to the point of being vague. Am curious about who the intended audience is for this article? The writing is bad and often inaccurate - not only the previously mentioned fact that it was the Quake engine (not q2) but also counter-strike was developed by 2 dudes in their free time, NOT Valve. It may be maintained with assistance from Valve now, that's all well and good, but to claim that Valve is in any way responsible (aside from providing an easily modded engine of course ;) ) is really silly.

    And the writer didn't even hear the sound in HL2? Very confusing...I would say that probably does not make him an authority on advising young modders?

  21. Cross platform by acomj · · Score: 1

    Seriously. Doom appears to be "opengl" cross platform for easier porting to Mac/Linux. That might not matter to others but its a huge advantage when porting your game from windows.

    Cross platform can cause a slight performance hit.

    I feel old, but since when is AI part of the engine? shouldn't that be somewhat specific game to game?

    1. Re:Cross platform by Anonymous Coward · · Score: 0

      I feel old, but since when is AI part of the engine? shouldn't that be somewhat specific game to game?

      I thought so too, but apparantly it's more economical to tweak one great AI code for a dozen different games than to write a dozen mediocre game-specific AI codes.

      Just don't let your Sims:Source characters get their hands on a submachine gun and you should be fine.

  22. Interesting by fozzmeister · · Score: 2, Insightful

    That it declares Source the more complete engine, yet it doesn't include physics (Havoc) or probably AI either.

    So if your developing Source you have the most complete engine, but have to go buy Havoc + pos AI stuff too.

    Hmm very "complete".

  23. Ugh... by TouchOfRed · · Score: 0

    What really buggers me the most is that people can sit and adore the "Beauty" of the games running on the "source" engine. THEIR LEVELS ARE CONSTRUCTED ALMOST PURELY OUT OF BSP GEOMETRY! I cant count how many times ive seen cube buildings, cube train cars, and just general hard edges on everything. They apply cubemaps and bumpmaps on things, which doesnt look too bad, but there are still these incredibly hard edges, that look awful. This was feasible back in 1998 when HL1 came out, but when you see doom3 and unreal tech's - this is just a joke, performance wise as well. Unreal/D3 engines can run about equal or just about lesser performance, and make much more beautiful scenes. On a side note, I dont really see how they took soo long to release this. I have worked on many mods, and such are capable of creating HL2 style or equivilant graphics, on the HL1 engine, by implementing their own shader systems, and texture managers, and produce nice shots, like this one.. Jumping around again, the hl2 engine is just a very very very very botched up hl1 engine, for those that actually got to look at the source when it was 'released' last september. Keep in mind that is just a botched up quake1 engine :P.

    1. Re:Ugh... by Anonymous Coward · · Score: 0

      Perhaps it took so long because there is more to a game engine than just graphics, a physics engine is a complicated thing to get right. Do Unreal/D3 have as good physics as HL2? Do the HL1 mods have as good physics as HL2? No.

    2. Re:Ugh... by pieisgood · · Score: 1

      Actually Doom 3 has better physics. Maybe you should go look into the code before you go about saying stupid things. Just a sugestion.

      --
      Eat sleep die
    3. Re:Ugh... by Anonymous Coward · · Score: 0
      I have worked on many mods, and such are capable of creating HL2 style or equivilant graphics, on the HL1 engine, by implementing their own shader systems, and texture managers, and produce nice shots, like http://mipage.swisserror.ch/img/news/mi_pipeline00 04.jpg.


      HEY WOW LOOK A LITTLE CLIFF

      COLOR ME IMPRESSED
    4. Re:Ugh... by Anonymous Coward · · Score: 0

      I looked in the code. It says you're wrong and also that you're a fat overweight child molester.

    5. Re:Ugh... by Brad+Jashinsky · · Score: 1

      That's easily one of the stupidest things I've heard in all of this discussion. Doom 3's physics are extremely basic when compared with the Source Engine's Havok physics engine. I'd list all of the features, but why waster my time. You're an obvious Doom 3 fanboy who ignores facts and just keeps saying Doom 3's great. You haven't even looked into the code yourself, and even if you were given the code you probably wouldn't be able to decipher it.

  24. Doom 3 Can Do It by ziggles · · Score: 3, Informative

    Those who want to see how well Doom 3 can pull off Half-Life 2 style environments should check out the Doom 3 Can Do It Too project. I don't think they have a site but their forum is on http://doom3world.org. Anyway, if you just want to see results here's their latest video: http://www.pcgamemods.com/9875/ (still a work in progress, obviously)

  25. Valve did CS? by filmore · · Score: 0
    From TFA:

    "The Source Engine once again takes the title and rightfully so as the most popular FPS multiplayer game Counter Strike was developed by Valve."


    CS was a fan mod, as noted by Planet HalfLife and About.com

    But I don't think the Mod touched networking code. So do they mean that Half Life had superior network code?

    But Half-Life was rooted in Quake2's engine from Id's excellent Licensing terms. Id even makes note of Quake2's networking code right before discussing its use in Half-Life.
    1. Re:Valve did CS? by filmore · · Score: 0

      *smack forehead* Get rid of the 2 in Quake2

  26. This reveals reviewer has never even played HL2 by Goosey · · Score: 1

    That statement is a dead giveaway. This article was probably written some time ago, and it was written based off playtime in Doom3 and Screenshots/Movies in HL2.

    --
    --- "End Of Line" - MCP
  27. Doom3 for one reason by GtKincaid · · Score: 2, Interesting

    Opengl ... as a mac and a linux user i simply cant stand behind an engine which uses only directX.
    now I know this may be a tad biased and a bit political but with doom3 (opengl) i have a choise as to which OS i run my game under Im well aware that i can run half life 2 with cedega and i have done however its unlikely a mac port will ever appear.
    I will admit that half life 2 had better physics, and i enjoyed the game slightly more( all be it i enjoyed half life and doom /2 alot more than these modern versions) but this isnt about the gameplay , its about th engine , if i want to use one of these engines then i simply must have doom3

  28. D3 Can Do it Too! by jtids · · Score: 2, Informative
    There is a very nice project that I have been following recently that shows off the Doom 3 engine. A large group of people have been creating an outdoor scene, alot like Trafalgar square. Currently it has a Day-night cycle script, door interaction and some nice catapult physics. It runs suprisingly well for something that curently has almost no optimisations.

    For those that are interested, you can find the project here:
    The D3CDIT Project

    The latest Test-Build Video can be found here:
    Latest Video

    And finally, for those that wish to try it out for themselves, the latest build can be found here:
    Latest Build

  29. Is it engines that he's talking about? by Slime-dogg · · Score: 3, Interesting

    Seriously, if he's talking about engines, why is he making mention of the character models?

    The monsters however seem much more lifelike with their detailed skin combined with many details. The Source Engine has better models, especially human, but combined with the lighting and shadowing, the Doom 3 Engine creates amazing textures.

    Though it is important to note how the engine renders the models, but the models themselves are not part of the engine! It's possible to export the human models from HL Source and stick them into Doom3. It's as if he's comparing the artists, and not the engineer of the engine.

    He also says something to the effect of Source not having cut-scenes. Last I remember from playing Doom 3, the cut-scenes looked like they were being rendered by the engine, and not pre-recorded.

    It looks like he's confused engines for games. If I were going to compare the engines, I'd create my own levels and models, render them with both engines, and base my results off of that.

    --
    You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    1. Re:Is it engines that he's talking about? by drinkypoo · · Score: 1

      One assumes that the models used in the games are basically suited to the engine, such that they are probably using the best style and quality of models and textures that the game engine can support, in order to show it off and drum up interest in the game and/or licensing.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  30. Carmack: This was a technical problem by Nomihn0 · · Score: 3, Informative

    John Carmack admitted that the Doom 3 was so dark because the game couldn't handle light on the engine level. There is, apparently, some pixel bleed-through and seaming of textures when light-entities are placed more generously. He said, on his blog I think, that he essentially made a game to suit the engine, but that the engine would develop with each new game release

    Unfortunately, I do not have a link on-hand.

  31. He talks about developing games.... by niteice · · Score: 2, Insightful

    And completely neglects engine extensibility. Almost everything in Doom 3 is controlled through, esentially, text files. Nothing game-specific is hard-coded. The only things that aren't text are the textures, engine, and engine-script interface (gamex86.dll). I haven't checked out HL2 yet, but it certainly isn't that flexible.

    --
    ROMANES EUNT DOMUS
  32. Price wars by spyrochaete · · Score: 2, Interesting

    The article should have mentioned the price of licensing as well. I believe the Quake 3 engine is still $250,000USD (which includes limited support from id programmers). D3 and Source must be a pretty penny.

  33. Re:Error in first paragraph, should I stop reading by inkless1 · · Score: 1

    Exactly what I thought.

    I mean, it's a common myth - so I merely shrug when I hear it from a gamer. But from someone trying to divine the nuances of two of the top engines?

  34. Unreal 2k4 engine? by Anonymous Coward · · Score: 0

    So... what about including the Unreal 2k4 engine in this roundup? Sure, it came out a little before the others and doesn't have some spiffy single player mode. But from a developer standpoint Unreal is probably the most complete platform of the three. It is a complete package that has been used to make everything from racing to real time strategy mods. Epic has even expanded its capabilities so that it's used for MMORPGs like Lineage 2.

  35. Reflections from the Author by Brad+Jashinsky · · Score: 3, Interesting

    Thank you for reading my article and taking the time to comment on it, even if those comments were sometimes a bit harsh.

    As the author of this article I was happy to see my first article Slashdotted. Some of you came off as pretty harsh, but I can see where some of your criticism is valid. I'm not a crazy fanboy of either company, I'm not getting paid by Valve to write this, and picking at my spelling mistake of using "then" instead of "than" are ridiculous. I simply submitted the text article and the nice editors at Devmaster added the pictures, title, and summary. One of us should've probably caught the mistake, but it's easy to overlook. Whether I picked the Doom 3 Engine or the Source Engine I would've been flamed. The debate is similar to the Republicans and Democratic parties where you just can't win. I don't think anyone can rightfully say with an unbiased view that the Doom 3 Engine is a more complete engine then the Source Engine. Once you get past the graphics the rest of the engine just can't compete with what's out there today.

    The article was originally one of my .plan entries, which I submitted to DevMaster.net. I'll admit looking back on it I made a few errors like saying the original Half-Life used Quake 2 when it mainly used Quake 1 code with some Quake 2 code. Someone mentioned this is a common myth, which I somehow adopted at the time. I was aware that the original Quake Engine was used at the beginning of development, but thought Valve switched to Quake 2 after deciding to redo most of the game. I wasn't able to listen to the Half-Life 2 sound, because I didn't play it at a computer with speakers. Since writing the article (I wrote it in mid-November) I've listened to the sound and still agree that are equally good in the sound category. I tried not comparing the actual sound clips, but instead the way the sound is able to resonant.

    I tried my best to compare the engines as best as possible without comparing the actual game's content. I used the SDKs to try and do this, but it still came down to in-game content for stuff like character models. Someone said that Doom 3 can achieve Half-Life 2 quality models, but that is completely untrue. The engines use different methods for creating character models, which gives each engine its own distinguishable type of model look.

    I only compared the Source Engine and Doom 3 Engine, because those were the two people had been taking about. The discussion has been up for debate on forums all over the net, which is clearly seen by reading these comments. The Unreal 2004 Engine is a great, flexible engine, but it wouldn't have been far to compare it with the others. I did write a FarCry article, which should be published at DevMaster.net soon. If you want to read it now it's up on my site.

    I appreciate the constructive feedback, because it lets me know how to revise my writing style for my next article. Like I said before this was my first article, and I made a few mistakes. I'll make sure to not repeat those when writing my next article, which will compare Unreal Engine 3 with Oblivion's graphics engine.

    1. Re:Reflections from the Author by trouser · · Score: 1

      The debate is similar to the Republicans and Democratic parties where you just can't win.

      What are you talking about? They're all arseholes. I win.

      --
      Now wash your hands.
    2. Re:Reflections from the Author by Brad+Jashinsky · · Score: 1

      I was talking about the fact that the id fanboys and Valve fanboys are that divided. They won't give up any ground to each other similar to the Republicans and Democrats who form opinions as a party instead of an individual.

  36. Re:Carmack: This was a technical problem by superpulpsicle · · Score: 1

    Every game that came out of Id Software is pitch black. I turn the brightness, gamma, contrast up to the max, and it's never bright enough. In my own tests I have purposely ran demo tests with different brightness. I swear the FPS is the same.

  37. Too difficult to compare them by weatherboy · · Score: 1

    If Doom 3 weren't so f***in' dark, I could probably compare the two engines myself.

    1. Re:Too difficult to compare them by Anonymous Coward · · Score: 0

      dunno about you, but i have a contrast button on my monitor...

  38. Wow. by pieisgood · · Score: 1

    This happens to be the most subjective reveiw ever. He basicly said that "HL2 obviously wins lol cause I can't look into code, or can't be arsed to go look at anything else in doom 3 besides normal mapping and lighting. LOL it had good sound too I guess LOL!!, and I also can't admit that Valve didn't make anything that makes there game "revolutionary" or "obviously better" LOL!" This was sad. What a waste of good internet.

    --
    Eat sleep die
    1. Re:Wow. by Brad+Jashinsky · · Score: 1

      Did you even read the article? Probably not, because looking at your other comments it seems you just make an uneducated smart-aleck comment. I would like constructive criticism and respect like many Slashdot users have shown. Maybe you're bitter, because all of your points are contradictory. I would have liked to see the code, but I was a couple million dollars short. Half-Life 2 is revolutionary for its story-telling and the way it brings all of the greats elements of games together into one package. I'd like to know in your opinion what else is there to look at in the Doom 3 Engine other then graphics code and maybe GUI code?

    2. Re:Wow. by jtids · · Score: 1

      The scripting system in Doom 3 is pretty powerful and flexible.

    3. Re:Wow. by Brad+Jashinsky · · Score: 1

      On its own it is pretty powerful, but can't compete with Half-Life 2's scripting system. That is a good point though and is a bright spot of the engine.

    4. Re:Wow. by pieisgood · · Score: 1

      Let me list to you the things to look at in the DOom 3 engine. 1: GLSL 2: GUI 3: Physics (the game actually has great physics) 4: The latent Soft Shadow and HDRI GLSL code 5: Easy to use editor (did I mention it was built in?) 6: The awesome bone animation system (only limited by the bones) 7: The MOD community (though little as it is, they are great) a loud minority if you will. So mabey if you could get your head out of your ass and look beyond the fact that Valve licenced all of it's "inovation". I don't know what game you were playing, but Half Life 2 and Doom 3 rank even on plot, I didn't even know what was going on Half the time I played Half Life 2. Are you even familiar with what the term "Half Life" means? Maybe you should go about your fan boy antics and go play some CS:S.

      --
      Eat sleep die
    5. Re:Wow. by Brad+Jashinsky · · Score: 1

      Looking past your listings of the graphics, which you listed a few times and the GUI all the rest of your listings are irrelevant. The physics in Doom 3 are extremely limited with a material system and interactivity system that does the bare minimum. You can't compare that to the Havok physics engine by any means. Sure, the Havok physics engine is a third-party physics engine, while id brought in one programmer to do it, but what else was licensed for the Source Engine? The animation system is good when compared to most games, but once again the Source Engine easily beats it. The facial animation system alone in Half-Life 2 is amazing and allows for more lifelike characters. The animations in Doom 3 come off as limited and plastic looking. The Doom 3 editor is pretty good, and it's very useful that they decided to build it into the game allowing you to switch from design time to game time fluidly. The Hammer editor is much easier to use even if you have to exit out of it to play the game. When you see the next big name mods look what engine they use, it will be Source. The Doom 3 MOD community is incredibly small, and when compared to Half-Life 2's for content it's easily blown out of the water. Valve also holds contests and supports the mod community more. Of course, I ask myself why that has anything to do when comparing the engines.

      I can't believe you think that Doom 3 and Half-Life 2 rank even in the plot department. You must have really missed the story elements in Half-Life 2 or maybe you didn't even play it. The story is an interesting and epic one. People have been angry at Valve for not including a conclusion, because of how good it was. To Doom 3's credit it had a story, but the story was non-existent during gameplay and had the same depth as the back of a cereal box.

      My head's out, trust me, I double-checked. As any student who's taken biology knows that the term "half-life" is the time required for the radioactivity of material taken in by a living organism to be reduced to half its initial value. It's funny how you call me a Valve fanboy when I was more than fair to the Doom 3 engine. I'm actually more of an id fanboy and stood outside a Bestbuy for 5 hours to get my copy of Doom 3 at midnight. You come off as an id fanboy who hasn't even taken a look at the Source Engine. I prefer Counter Strike 1.6 to CS:S, but you should try both, because you would fit in with the majority of players. Of course you would have to go across enemy lines and play a game mod built with Valve's tools.

    6. Re:Wow. by pieisgood · · Score: 1

      Anything Source can do, Doom3 can do better. http://www.doom3world.org/phpbb2/viewforum.php?f=5 7 Deal with it. I like the fact that you know what half life is, but no, I do not fit into the pile of racists and Klan members of CS.

      --
      Eat sleep die
    7. Re:Wow. by Brad+Jashinsky · · Score: 1

      Your link isn't working. There are many things that the Source Engine can do, but the Doom 3 Engine can't. I'll name one quick thing, I know for sure that Doom 3 can't render realistic water like Half-Life 2. By the way, I wasn't calling you a racist or Klan member, but instead someone who stands up for their game no matter what.

    8. Re:Wow. by Anonymous Coward · · Score: 0

      Yes it is. There's a space between 5 and 7, which slashdot automatically inserted (it always does this with pasted http links...).

    9. Re:Wow. by Brad+Jashinsky · · Score: 1

      Thanks for clearing up the link thing. A tag would've made it easier. Although the latest demo video in itself is very impressive, it's not anywhere close to Half-Life 2. The water was a joke with it being clear and not moving at all. The physics showed exactly what was in Doom 3. Nothing spectacular, when put up against Source's Engine. The whole city was bland, with few high-res textures and no moving vehicles or other characters. Even though it's not close to the Source Engine the demo is impressive. Good job, and keep up the hard work.

    10. Re:Wow. by GUNJAM · · Score: 1

      'On its own it is pretty powerful, but can't compete with Half-Life 2's scripting system.'

      Justify that statement?

    11. Re:Wow. by GUNJAM · · Score: 1

      Since this is a community project, which isn't being produced by professionals under excellent art direction over a period of 5 years I'd say its looking pretty good. http://img162.exs.cx/my.php?loc=img162&image=b7223 8cw.jpg http://www.doom3world.org/phpbb2/viewtopic.php?t=7 792 Also, you don't seem to know what you're talking about. In regard to anything. ;D

    12. Re:Wow. by Brad+Jashinsky · · Score: 1

      I believe I already commented that it looks great, but when you are billing it as Half-Life 2 than no it really doesn't. You posted a baseless claim saying I don't know what I am talking about it. If you don't think I know what I am talking about then please give examples.

    13. Re:Wow. by GUNJAM · · Score: 1

      Have you read your own article? ;D Well i suppose 'the Doom 3 Engine creates amazing textures.' is a start ;o Everytime I read your article its different; since you seem to just tag on statements other people have made in criticism. Which tbh, makes it even more terribly written than it already is. Despite claiming to be writing about the technical aspects you nearly always come back to content, as if you have some inability to distinguish the difference. Your article is bias and based on little fact. You don't back up anything you say with evidence, you just drop buzz words you've picked up from around the web (you yourself mention VALVe's site as reference) which leads to some quite wild and inaccurate claims. Such as real-time radiosity lighting in HL2. 'The Doom 3 Engine has a much tougher time with networking code, because of the graphically dynamic environments.' Why would the graphics affect network lag? 'Splitting can occur, especially in cut scenes, and can make it look like the texture and models are two separate parts instead of a smooth unified one.' Just out of interest, what's that all about? I have to say, that article seems different from when i read it this morning ;D My main gripe is why on earth you think that the article is at all suitable for a development website. The article doesn't cover development at all and you are hardly an authority on good delevopment advice. That'll do, i'm far too tired to write anything worth reading ;D

    14. Re:Wow. by Brad+Jashinsky · · Score: 1

      I can assure you I haven't edited anything from the original article. What Devmaster.net has done I'm not sure of, but I haven't edited it all.

      You took my first quote out of context. The sentence reads:
      "The Source Engine has better models, especially human, but combined with the lighting and shadowing, the Doom 3 Engine creates amazing textures."
      The Doom 3 engine's lighting system and shadowing system renders amazing effects to create amazing textures. That's hard evidence, and even Valve fanboys will contest to that.

      "Such as real-time radiosity lighting in HL2"
      I adopted Valve's definition of real-time radiosity a while ago, which is to combine normal maps with their pre calculated radiosity data on the fly. Obviously, not only am I at fault for believing this, but Valve is at fault for boasting about it in interviews, engine feature page, and their book.

      "Your article is bias and based on little fact."
      How is my article bias? Do you really believe that the animation engine, physics engine, A.I., and model format that the Source Engine uses are worse than Doom 3? On the flipside, do you think that Doom 3's lighting is worse than the Source Engines? I'm guessing both of those answers are no, which is exactly what I'm saying.

      "Why would the graphics affect network lag?"
      You just proved you have no idea what you are talking about. The dynamic environments in Doom 3 make for the need of more data to be sent from player to player to update when things change or move in the world. I really can't remember if I wrote that, but I don't think I did since the Source Engine does the same thing.

      "Just out of interest, what's that all about?"
      Watch the cut scenes and you will see, because of the excessive bump-mapping used to generate nice looking models the players faces look to be split in half.

      My main gripe is why on earth you think that the article is at all suitable for a development website. The article doesn't cover development at all and you are hardly an authority on good development advice"

      I'll be the first to admit that the article doesn't delve deep into the very advanced topics about the technology. I didn't explain light or shadow theory, or the way A.I. is programmed. This is an article that I wanted to make accessible for all, and didn't want to write a book about it. The other problem is there is little factual information about the actual complex techniques used for each engine. I've learned I can't even trust Valve to be truthful about their engine. The reason I posted on Devmaster.net is the game review site I did some writing for a while back said it was too complex. I came across Devmaster.net and saw their engine database, which is similar to my article just in bullet points. I sent it in, and they accepted it. I would say I'm highly qualified to write an article like this. I may not be able to program the Doom 3 engine, but my programming knowledge combined with my 3d theory knowledge allows me to do this. Sure, I got a few facts wrong, but even paid journalists make errors. At least I can admit to them, and pledge to improve on them.

    15. Re:Wow. by GUNJAM · · Score: 1

      'The Doom 3 Engine has a much tougher time with networking code, because of the graphically dynamic environments. '

      You said graphically. Just cause you dropped that word and kept to 'dynamic' doesn't mean you're right either, the extra lag has more to do with collision detection and the behaviour of physics objects.

      'because of the excessive bump-mapping used to generate nice looking models the players faces look to be split in half.'

      And well, that's just crapcore. The reason faces only sometimes appear that way is because that's how they are skinned. Only half the face is skinned, and then the texture is mirrored, Id use mirroring a lot when it comes to skin mapping as it saves memory although unfortunatley it is sometimes noticable. Excessive normal mapping? Do you even know what normal mapping is or how it works? No point asking really, cause you'll just look it up and gave a brilliantly vague and buzzword crammed answer.

      'I would say I'm highly qualified to write an article like this.'

      And what qualifications do you have exactly?

    16. Re:Wow. by Brad+Jashinsky · · Score: 1

      "You said graphically. Just cause you dropped that word and kept to 'dynamic' doesn't mean you're right either, the extra lag has more to do with collision detection and the behaviour of physics objects"

      I was considering you actually knew something, but then I read that and realized you are just pointlessly ranting. You repeated exactly what I said. Graphically dynamic environments means things are moving, and changing places, which is the same as behavior of physic objects. You are right that the per-pixel collision detection does take more time than calculating hitboxes, but many games have had no problems with this. I think the main reason for the initial network problems (The new patch allows for up to 16 players) was because of id trying P2P. When they realized the current Internet structure couldn't produce great results with P2P they switched to client-server. It now seems after a few months that the networking code is much better.

      "And well, that's just crapcore. The reason faces only sometimes appear that way is because that's how they are skinned. Only half the face is skinned, and then the texture is mirrored, Id use mirroring a lot when it comes to skin mapping as it saves memory although unfortunatley it is sometimes noticable. Excessive normal mapping? Do you even know what normal mapping is or how it works?"

      Do you like being proven wrong? Just wondering, because yet again you're wrong. Look on Google, listen to Carmack's interviews and you will hear him say numerous times what the seams are caused by. As for normal mapping, yes I do know what it is. It's used to generate a similar effect to bump mapping, but instead of using a gray-scale image it uses a multi-channel image. In addition to the different in techniques, normal mapping replaces a whole normal instead of just altering an existing one like bump-mapping does.

      "And what qualifications do you have exactly?"

      I guess you weren't able to understand it the first time I posted. I hope you have better luck this time: 'I may not be able to program the Doom 3 engine, but my programming knowledge combined with my 3d theory knowledge allows me to do this.'

    17. Re:Wow. by Anonymous Coward · · Score: 0

      I just want to chime in on the article. I understand that your article was aimed at summarizing the key points of both engines, and you did that fairly well. It was a bit too subjective and speculative without making it clear that this was the case, but it's not the end of the world and it doesn't ruin the article. What takes away from the article's credibility is that your conclusions, while empirically valid (from a subjective perspective of course), do not actually stem from your discussion of the engine itself. That is, if you simply aren't sure from a technical perspective that HL2 handles sound better than D3 (or vice versa), it makes little sense to present a conclusion from a subjective perspective.

      That said, I do agree with all your conclusions, even the subjective ones. It seems to me from the games themselves that the HL2 engine is optimized and oriented toward rendering beautiful, bright, primarily statically lit environments. D3's dynamic lighting would be utterly wasted in such environments (the size of a plane's shadow at 30,000 feet is almost exactly the same as its size at ground level, so why make a whole bunch of computations when faking it is so much more reasonable?).

      In the future, when we have computers with specifications whose merest operational parameters we are not fit to contemplate, D3's model of dynamically lighting everything will be wonderful. Until then, it appears that the potential for lightable polygon detail in the world is drastically reduced by D3's model and thus it is best suited for small environments precisely because of the limited polygon viewability. The only way to get around that would be normal mapping to simulate polygon detail, which is sad. Normal mapping should be used to complement polygon detail, not to make a flat surface look like some complex object. I recall often stopping in Doom 3 and looking at a blatantly normal mapped surface. I would move from side to side to see how it looked, and invariably I would realize that they were simply trying to trick me. The bastards.

      Finally, Half-Life 2's use of 'props' is superior to Doom 3's and it was the detail they provided that allowed the maps to be so vibrant in the game even without fully realistic lighting.

    18. Re:Wow. by Brad+Jashinsky · · Score: 1

      Thanks for agreeing with me, and I do agree with you that looking back on it some of the article could have been improved. I'm working on a revised version right now and will be rewriting the real-time radiosity thing along with the whole sound paragraph.

  39. Re:Carmack: This was a technical problem by Nomihn0 · · Score: 1

    -and I wasn't saying that FPS was the issue for Doom 3. The engine's bandwidth capacity was never in contention, only its rendering capability in very particular situations.

    As for your having trouble with allId Software games, I have only a few ideas what could be wrong. Id Software's color palette tends to that of a worm: Brown, off-brown, and the occasional green. These dark colors don't do well, especially on LCD monitors. That brings me to the second possibility: your monitor is either high-latency or innapropriate for displaying low-contrast images (or both, if you have a standard LCD screen). The final possibility is that you have a low tolerance for dark games. Period. You simply don't like them. Enough people are frustrated with Doom 3 that a change is merited, but Quake I was plenty-bright to most people. For better or for worse, your personal opinion only practically matters to Id Software if it matches a well-represented consumer population.

  40. Re:Carmack: This was a technical problem by Anonymous Coward · · Score: 0

    Yeah, Commander Keen was so fucking dark, I couldn't see anything.

  41. It's simple - 'Source' (eg, Quake) is mature by Anonymous Coward · · Score: 0

    Doom3 is brand new, written from the ground-up to take advantage of new technology. Source, however, is STILL just a hacked up, reorganised and updated Quake1 engine (+a bit of q2/qw stuff, and tons of crap code).

    Thus, both the core engine and the development environment is mature and well-tested, only having to deal with ensuring the NEW functionality works right - which just sits on top the old bsp and mdl formats anyway.

    Big difference from a engine (D3) that was -really- written from the ground up and still has many years of maturing ahead, and an engine (source) that only claims to be written from scratch.

    1. Re:It's simple - 'Source' (eg, Quake) is mature by Anonymous Coward · · Score: 0
      Doom3 is brand new, written from the ground-up to take advantage of new technology. Source, however, is STILL just a hacked up, reorganised and updated Quake1 engine (+a bit of q2/qw stuff, and tons of crap code).


      I've heard this before, and find it a bit fascinating. Where did this come from? I've heard there's some Quake code in the leaked source and Carmack himself said HL2 still has some early Quake 1 code in it, but that itself doesn't mean Source is just a modified Quake engine (his exact words were "There are still bits of early Quake code in Half Life 2", which doesn't even refer to the Source engine specifically). Or is this just based on the fact that they're both BSP engines?
  42. Re:Completeness? by Anonymous Coward · · Score: 0
    You people think the gravity gun is such a cool weapon? Maybe skinny little Gordon Freeman cant throw for shit...


    Most people can't throw dressers and radiators twenty feet with their arms.
  43. Re:Error in first paragraph, should I stop reading by drinkypoo · · Score: 1

    My understand is that Half-Life uses Quake 1 but with some code from Quake 2, that supposedly caused a delay in release so it could be integrated. I have no citation so it could be complete bullshit.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  44. Re:Carmack: This was a technical problem by teh_dg · · Score: 1

    You're supposed to tweak like a l33t gamer. r_mapoverbrightbits is a favourite for brightening it up without either burning retinas or making it too fugly.

  45. Re:Completeness? by Meagermanx · · Score: 1

    What, you people can't?

  46. Riddick and FarCry!!! by Anonymous Coward · · Score: 0

    The following is probably false:
    "Now these are the top engines out there and something no other game will be able to top for a couple of years (Unreal Engine 3). Here's a comparison of each engine, not game, in each critical area of game development. Lighting and Shadowing"

    How about testing Riddick (details) and FarCry(distances and details)?! Stalker is vaporware.

    1. Re:Riddick and FarCry!!! by Brad+Jashinsky · · Score: 1

      I should've added "some of the top engines". Riddick was very good, especially on the Xbox. After playing Doom 3 on the Xbox at E3 the two looked similar at first glance. I think Doom 3 will take the cake, but I'll have to wait until March to decide that. FarCry is the best outdoor scene generator in terms of distance and quality over distance. That was the big sleeper hit that came out of nowhere last year. I actually devoted a whole article on it, which should be published soon on DevMaster.net. I agree with you completely that STALKER is complete vaporware. They bit off more then they could chew by saying they could top FarCry.

  47. Re:Carmack: This was a technical problem by woah · · Score: 1
    In my own tests I have purposely ran demo tests with different brightness. I swear the FPS is the same.

    Of course it's gonna be the same. Why wouldn't it be?

  48. Amazing! by Mysticalfruit · · Score: 1

    It would appear that people can write articles entirely on heresay now!

    --
    Yes Francis, the world has gone crazy.
  49. Re:Completeness? by C0rinthian · · Score: 1

    I'm trying to figure out why using Havoc is a bad thing. It's arguably the best physics engine out there, so why should Valve re-invent the wheel just so that they made it? Why spend years developing a complex physics system when it's already sitting there ready to be used?

    Sounds like a lot of wasted effort to get what would most likely be an inferior product.