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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."

24 of 144 comments (clear)

  1. 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.

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    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.

  2. 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
  3. 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.

  4. 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... ;-)
    --
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    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.

  5. 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.

  6. 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.

    --
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  7. 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.

  8. 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".

  9. 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)

  10. 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

  11. 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

  12. 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.

    --
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  13. 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.

  14. 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.

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  15. 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.

  16. 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.

  17. 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.