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Carmack's QuakeCon Keynote Detailed

TheRaindog writes "In addition to announcing the Quake III source code's impending release, John Carmack's QuakeCon 2005 keynote also covered the programmer's thoughts on Microsoft and Sony's next-gen consoles, physics acceleration in games, and what he'd like to see from new graphics hardware."

309 comments

  1. Kenote? by rasjani · · Score: 1, Funny

    mmmmmm.. Kenote! Delicious! [salive drool] mmmmmm.

    --
    yush
    1. Re:Kenote? by rasjani · · Score: 0

      Oh for god's sake! TYPO!!!!! =)

      --
      yush
    2. Re:Kenote? by Spacejock · · Score: 0

      The one where he discusses open-sourcing qake III?

    3. Re:Kenote? by empaler · · Score: 1

      in the bloody headline

      I am currently looking for somewhere better to go, any suggestions?

      (Yes yes, har har, hell, wow, that was funny)

      Seriously, though.

    4. Re:Kenote? by supertsaar · · Score: 1, Funny

      Obi Wan Kenote ?

      --
      The Bigger The Headache The Bigger the Pill
    5. Re:Kenote? by rasjani · · Score: 1

      no, typo in my Reply - salive -> saliva Oh the embarrashment My defence: english is not my native tongue.

      --
      yush
    6. Re:Kenote? by Paleomacus · · Score: 1

      Open-source cake!?! Betty Crocker better watch out!

  2. A usefull link by FidelCatsro · · Score: 5, Informative
    --
    The only things certain in war are Propaganda and Death. You can never be sure which is which though
    1. Re:A usefull link by zhenga · · Score: 1

      The file is a .nsv file, how can I play this under OS X?
      My mplayer and VLC doesnt like it..

      Audio is mp3, but the video is VP6..

    2. Re:A usefull link by Anonymous Coward · · Score: 0

      Pretty much defines informative .Are you jealous that they beat you to it

    3. Re:A usefull link by Ilgaz · · Score: 1

      Funny is I missed that part saying its nsv file and downloaded it.

      I wonder which genius had the idea of using that format. I even tried winamp in classic environment to play it.

      As with VP6, I mailed to on2 to stop bitching about people choosing h264 or mpeg 4 over their formats until they release universal standard quicktime decoder months ago.

      Maybe flash 8 can play file if you rename it to swf and try inside browser. Stupid idea but... I deleted the file already.

    4. Re:A usefull link by Sketch · · Score: 1

      You are probably screwed. There is an open source VP3 codec, but I think the higher versions are all closed source. The DLL's can be used with mplayer on x86, but that won't work for you on PPC.

      --
      -- OpenVerse Visual Chat: http://openverse.com
    5. Re:A usefull link by MyDixieWrecked · · Score: 1

      I can't find any way of viewing it in OSX OR linux...

      Although I can listen to the audio. not the same.

      i'm bringing it to work today to watch there.

      --



      ...spike
      Ewwwwww, coconut...
    6. Re:A usefull link by joeljkp · · Score: 1

      Yeah, it's NullSoft Video, which probably means that something along the lines of WinAmp can do it, though I'm not sure.

      See, this is why open-source isn't just the answer to crappy operating systems and spyware-laden p2p apps. There's an entire world of media out there in closed, patented formats just waiting for a little liberation. Thank you Ogg, but can people please start using it?

      --
      WeRelate.org - wiki-based genealogy
    7. Re:A usefull link by FidelCatsro · · Score: 1

      Sorry about that , i only noticed after posting it ( it was downloading at the time).
      I just ended up listening to it , missing the video as it turns out was not really too much of a loss

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
  3. Procedural textures by mnemonic_ · · Score: 5, Interesting

    I was a bit taken aback by Carmack's opposition to procedural textures. No, they can't do everything but they can be real timesavers when you need to add some overall realistic looking details. Things like dirt, "roughness" and stains can be done effectively using Brownian noise and the like, and you've got the infinite resolution, low-memory features of procedurally generated data. It's efficient and looks good, especially when I used it to create realistic terrain.

    Of course procedural textures can never replace hand-painted detail, but layering on some infinite-resolution noise-detail onto a finite sized bitmap texture really brings materials to life.

    1. Re:Procedural textures by Anonymous Coward · · Score: 0

      I understood it that he does not like the fact that shaders have to be created by programers and are too complex for artists.

    2. Re:Procedural textures by putko · · Score: 1

      Do you have something that looks better?

      You seem so opinionated, I'd hope you'd have examples of procedural shaders that are realistic.

      --
      http://www.thebricktestament.com/the_law/when_to_s tone_your_children/dt21_18a.html
    3. Re:Procedural textures by MaestroSartori · · Score: 5, Interesting

      The argument generally is, as far as I know, that it's overkill for the current generation of hardware. Rather than procedural noise generated realtime, a few pregenerated detail noise textures can do the job with a fraction of the gpu time. It's pretty hard to tell the difference with a decent artist doing the noise maps, really.

      Maybe during the next-gen consoles' lifespan we'll start seeing more procedural stuff. It'll become more important as we start pushing more polys and going down the High Definition route, I think.

      (I'm more interested in offline procedural content generation, personally - automatically generated cities, it's the way of the future! :D)

    4. Re:Procedural textures by Anonymous Coward · · Score: 0
      Maybe I am opinionated but you are truely clueless, even the grand parent poster stated that procedural textures are used in conjunction with other textures and not by themselves!

      Even seen a recent hollywood movie with special FX? There are some examples of realistic rendering.

    5. Re:Procedural textures by Andy_R · · Score: 4, Informative

      Procedural textures can go a lot further than you think. Take a look at how far you can go with Artmatic Pro, a 'procedural graphics synthesiser' for the Mac, written by the original author of the Bryce landscape generator, and it's landscape-generating cousin Artmatic Voyager. This can generate entire procedural planets, with no detail loss if you zoom into look at a single inch-wide rock. This entire planet is decribed in a few k!

      --
      A pizza of radius z and thickness a has a volume of pi z z a
    6. Re:Procedural textures by MaestroSartori · · Score: 5, Interesting

      Nice shader example that I quite like:

      Renderman water shader

      There's plenty. Try watching any film with decent CG effects, it'll be full of procedural shaders which are fairly realistic.

      See, the thing about shaders is they can be as realistic as you're willing to let them get. The problem is how long it takes to calculate them - realtime games use more shortcuts, hacks and estimates to get something that looks "good enough". Not just in shaders, either. That's why we don't do realtime raytraced games, instead we use lightmaps or whatever to approximate them.

    7. Re:Procedural textures by m50d · · Score: 2, Interesting
      automatically generated cities, it's the way of the future!

      If you think that, play Daggerfall. Play it anyway actually, it's a great game - but it still shows that generated cities are a really bad idea.

      --
      I am trolling
    8. Re:Procedural textures by MaestroSartori · · Score: 4, Interesting

      Oh, that game :D

      I should probably explain further. My approach would be to generate the basic street layouts, buildings, and maybe even internal floor & room layouts procedurally, say in a Maya/Max plugin. This would act as the basis for artists/designers to then tweak and adjust to produce something good, hopefully in a fraction of the time.

      Using control maps (for population density, affluence, terrain, etc) it should be possible to have fairly fine control over how the city is generated. Add to that a decent set of rules to govern the generation, and a big stock library textures/shaders to give a nice looking generic output, that should give a decent start point.

      I know some of the guys who worked on GTA3/VC/SA, and one of their big problems was generating the sheer amount of content to make these large play areas. Starting with a pre-populated one and using it as a base might let them concentrate on making it good...

    9. Re:Procedural textures by Anubis333 · · Score: 2, Informative

      I think you guys misunderstood. He is talking about procedural bitmap texture generation vs. tiled. Not procedural displacement. Which is a whole different monster. Procedural bitmap generation has issues in realtime, procedural displacement is great.

    10. Re:Procedural textures by lisaparratt · · Score: 2, Interesting

      I certainly didn't do it, but how about the absolute daddy of procedural texturing?

      http://www.planetside.co.uk/terragen/tgd/gallery/g allerymain.php

    11. Re:Procedural textures by PorscheDriver · · Score: 1

      Procedural stuff rarely improves a game - since a designer or artists carefully executed vision will always win out over a computer-generated level/texture/sound/whatever. (Imagine if levels in Mario64 were procedural - ugh). The one game I know of where procedural=A Good Thing, is Elite. All those planets in 32Kb :-)

      --
      "This is your life, and it's ending one second at a time."
    12. Re:Procedural textures by captaineo · · Score: 3, Interesting

      I think Carmack's opposition to procedural textures is for practical, not technical reasons. Developing good-looking shaders requires math and programming skills that most artists do not have. You'd have to tie up a software developer to write the shaders (and possibly an artist too, if the developer doesn't have a good artistic "eye"). So from a manpower perspective, it makes more sense just to have a bunch of artists cranking out texture maps in Photoshop.

    13. Re:Procedural textures by lobsterGun · · Score: 1

      We used to call that game 'Lunchfall' there was soimething screwed up with the raycasting engine that caused vertigo after extended sessions.

    14. Re:Procedural textures by danila · · Score: 2, Insightful

      My humble opinion is that procedural textures (i.e. shaders) would be much easier to reuse. It probably doesn't make sense for a company to buy pre-made textures for its new game, because they would not mesh with the style well. But it should be relatively easy to design a professional shader with enough customizability that it can be easily added to any game.

      Things like wood, metal, plastic, stone, grass, water, etc. can all be done once very well and then reused. This would help a lot to offset the huge costs of creating enough gameart for today's games.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    15. Re:Procedural textures by Pxtl · · Score: 1

      Well, for disc-delivered content, I can see his objection - why waste image quality? However, for downloaded content, I want the textures crammed in as small space as possible. I'm sick of connecting to UT2k4 maps and having to wait through the first 2 points of a 5 point CTF game because the mapper decided that the base textures just weren't good enough and loaded in a bunch've new texture data that takes a dog's age to download.

      Player-editable content needs to be small for others to use it. Mods need to be small so they can be fetched on the fly. 4 megs for each texture is unacceptable under those circumstances. Use super-lossy jpeg, procedural textures, SVGs involving the existing texture-base for stuff within the SVG - whatever. But no more bloat of the media files, plz.

    16. Re:Procedural textures by SiliconSlick · · Score: 1
      I should probably explain further. My approach would be to generate the basic street layouts, buildings, and maybe even internal floor & room layouts procedurally, say in a Maya/Max plugin. This would act as the basis for artists/designers to then tweak and adjust to produce something good, hopefully in a fraction of the time.


      Check out my BMP2MAP program I did a few years back
      for just such a thing.

      http://user.txcyber.com/~si_slick/bmp2map/
    17. Re:Procedural textures by Some_Llama · · Score: 1

      "because the mapper decided that the base textures just weren't good enough and loaded in a bunch've new texture data that takes a dog's age to download."

      even with big a** textures, the server admin should know enough about what he is doing to make the downloads http, which is a hell of a lot faster than the in-game bandwidth cap of say 10kb/s

    18. Re:Procedural textures by thesandtiger · · Score: 1

      If you think that, play Daggerfall. Play it anyway actually, it's a great game - but it still shows that generated cities are a really bad idea.

      Not really - it shows that one particular implementation didn't work well. There are certainly bad ways and good ways to do something like this - saying that because it failed once it isn't a good idea doesn't make any sense to me.

      Your comment is about the same as saying "Look at the Apple Lisa - it shows that GUIs are a really bad idea."

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    19. Re:Procedural textures by kin_korn_karn · · Score: 1

      problem is that having meticulously designed content necessarily limits the replayability.

      MMOs and many other commercial games get around this by having designers add content continually for download. Programmatically-generated content is the only way to keep some games fresh. Civ III or RoN would be really dull if it was the same 20 meticulously designed maps over and over and over and over and over and over and...

    20. Re:Procedural textures by Sendrid · · Score: 1

      I'm more interested in offline procedural content generation, personally

      Offline procedural texture generation has also made some amazing leaps in the last few years. Take a look at Genetica for an example of some of the things that a modern seamless texture generator can do.

    21. Re:Procedural textures by Teppy · · Score: 1

      Probably so - a procedural texture will never look as good as a handmade, hand-UVed texture. (By definition: You could always hand-apply the result of running the shader, to a model.)

      Nevertheless, I think that they can have tremendous bang-for-the-buck in a game that isn't able to hire an army of artists. I'm planing to make use of them in our next game "Tales of Alvin Maker".

  4. I attended this, and can offer some insight. by Anonymous Coward · · Score: 5, Funny

    Lets talk about Jon Carmack. Jon is the legendary programmer of such classic PC games as Wolfenstein, Doom, Duke nukem 3d, Quake 1, 2, and 3, unreal, and the upcoming doom3. Jon has single handedly created the genre known as the first-person-shooter. He has also popularized the OpenGL 3d format over Microsoft's competing Direct3d format, as well as caused public interest in 3d cards when he first released accelerated quake for the s3 virge chipset. Jon carmack has redefined gaming on PC's.

    Now stop for a moment and think, What would have happened if Albert Einstein had worked creating amazing pinball games instead of creating the theory of relativity? Humanity would suffer! Jon carmack is unfortunately doing JUST THIS, using his gifts at computer coding to create games instead of furthering the knowledge of humanity. Carmack could have been working for NASA or the US military, but instead he simply sits around coding violent computer games.

    Is this a waste of a special and rare talent? Sadly, the answer is yes.

    Unfortunately, it doesn't stop there. Not only is Jon carmack not contributing to society, he is causing it's downfall. What was the main reason for the mass murder of dozens of people in columbine? Doom. It's always the same story: Troubled youth plays doom or quake, he arms himself to the teeth, he kills his classmates. This has happened hundreds of times in the US alone. Carmack is not only wasting his talents and intelligence; he is single-handedly causing the deaths of many young men and women. How does he sleep at night?

    Carmack is a classic example of a very talented and intelligent human being that is bent on total world destruction. Incredibly, he has made millions of dollars getting people hooked on psychotic games where they compete on the internet to see who can dismember the most people. I believe there is something morally wrong when millions of people have computerized murder fantasies, and we have Jon Carmack to thank. Carmack has used his superior intellect to create mayhem in society. Many people play games such as quake so much that their minds are permanently warped. A cousin of mine has been in therapy for 6 months after he lost a 'death match' and became catatonic.

    It is unfortunate that most people do not realize how much this man has damaged all the things we have worked hard for in America. Jon has wasted his intelligence, caused the deaths of innocent children, and warped this country forever. To top it off, he got rich in the process and is revered by millions of computer users worldwide. Perhaps one day the US government will see the light and confine Jon Carmack somewhere with no computers so he can no longer use his intelligence to wreak havoc on society.

    1. Re:I attended this, and can offer some insight. by FidelCatsro · · Score: 1

      Interesting troll there would mod you funny if i had points ,
                                                                        However you're missing out on a few things, what is the point in having a perfect world if you can't have fun and The advances in real time 3d graphics rendering continue to help in fields beyond the gaming world , medical imaging for example , simulations etc. .

      Better to have people keep the psychotic in fantasy realms and out of reality though.

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    2. Re:I attended this, and can offer some insight. by Aphax · · Score: 1, Insightful

      Working for the U.S. Military furthers the knowledge of humanity? (Yes.. I know.. taken out of context, *ducks and grabs fireblanket*)

    3. Re:I attended this, and can offer some insight. by daniil · · Score: 1

      Not to mention that he is quite openly proclaiming what his intentions are -- what other is the 'Id' in Id Games than a reference to the Freudian Id?

      --
      Man is a slave because freedom is difficult, whereas slavery is easy.
    4. Re:I attended this, and can offer some insight. by CrazedWalrus · · Score: 5, Insightful

      All kidding aside, it's amazing how "recreational activities" end up pushing the limits and levels of technology to a point that it can eventually be used for more "serious" purposes. Examples?

      Pr0n had a lot to do with pushing the massive webserver throughput / broadband increases we've seen in the past several years.

      Gaming is directly responsible for the graphics technology that can later be used in training simulations for going to Mars.

      Of course, if NASA uses the Quake engine for training for trips to Mars, they may also need to equip the astronauts with railguns...

    5. Re:I attended this, and can offer some insight. by Patrik_AKA_RedX · · Score: 1, Funny

      Are you implying the US military hasn't advanced the knowledge of humanity? Thanks to the military (not just the US ofcourse) we've got a few million ways to kill all sorts of intresting people. Without it we would still be beating each other over the head with a bone and now you got to admit that a modern dressed man beating someone to death with a bone looks just ridiculouse, right?
      So what is the purpose of military research? Simple: to keep our killing tools up with our latest fashion in clothing.

    6. Re:I attended this, and can offer some insight. by Aphax · · Score: 1

      Haha, ok... point taken =]

    7. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0

      "his intelligence to wreak havoc on society"

      You misspelled Havok .

    8. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0, Flamebait

      Don't talk bullshit. John C. has nothing to do with Duke Nukem 3D and Unreal.
      Besides that, if there is one person damaging all things Americans worked hard for, it would be your fellow citizen G. W. Bush and his friendly government.

    9. Re:I attended this, and can offer some insight. by indifferent+children · · Score: 0, Offtopic
      Carmack could have been working for NASA or the US military, but instead he simply sits around coding violent computer games. ... he is single-handedly causing the deaths of many young men and women.

      What exactly do you think the U.S. military does? It does nothing better than causing the deaths of many young men and women (it is demonstrably much better at killing than nation-building). The targets might be young men and women you want killed, but for someone with a holier than thou attitude, how is this morally defensible? Is your basis for these killings being justifiable: racist, nationalist, jihadist? Perhaps you should have suggested that Carmack work for NASA or in medical research.

      --
      Censorship is telling a man he can't have a steak just because a baby can't chew it. --Mark Twain
    10. Re:I attended this, and can offer some insight. by Jugalator · · Score: 1

      Pr0n had a lot to do with pushing the massive webserver throughput / broadband increases we've seen in the past several years.

      True, and piracy as well. I know a number of people who wouldn't be on their current lines if it wasn't for P2P.

      --
      Beware: In C++, your friends can see your privates!
    11. Re:I attended this, and can offer some insight. by Tim+Browse · · Score: 0

      Don't feed the trolls, mmmkay?

    12. Re:I attended this, and can offer some insight. by dolmen.fr · · Score: 4, Informative

      Carmack could have been working for NASA or the US military, but instead he simply sits around coding violent computer games.

      Don't worry so much. Carmack's talents are not wasted. He is already in the space business with his hobby: he's leading Armadillo Aerospace to work "on computer-controlled hydrogen peroxide rocket vehicles, with an eye towards manned suborbital vehicle development in the coming years".

    13. Re:I attended this, and can offer some insight. by smallguy78 · · Score: 0

      You think a graphics programmer gave a crap about Freudian theories of ego,super ego and the self before naming his company?!!

      More likely he chose it because iD looked cool

      --
      Nothing costs nothing
    14. Re:I attended this, and can offer some insight. by heinousjay · · Score: 1

      Sure. Ever hear of the Internet?

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    15. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0

      John Carmack didn't create Duke Nukem 3D.

    16. Re:I attended this, and can offer some insight. by azrane2005 · · Score: 0

      Perhaps one day the US government will see the light and confine Jon Carmack somewhere with no computers so he can no longer use his intelligence to wreak havoc on society.

      Would this happen in the same manner Kevin Mitnick was held without access to phones because people believed he could whistle and launch nuclear missiles?

    17. Re:I attended this, and can offer some insight. by tequesta · · Score: 1

      How does he sleep at night?

      He has a machine that simulates the sound of the ocean.

    18. Re:I attended this, and can offer some insight. by HungSoLow · · Score: 1

      Mod me flamebait, but I think it's a far better thing that Carmack works for a gaming company than the US military .. at least the slaughter is virtual in Carmack's current endeavours...

    19. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0

      You should blame "realistic" counterstrike before you blame and of Quake or Doom (another reason I much prefer them).

    20. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0

      How the fuck is this off-topic? It came from a quote from the OP, for crying out loud!

    21. Re:I attended this, and can offer some insight. by lolocaust · · Score: 1

      I don't know about porn, but I think downloading mp3s and now movies is what caused the broadband increases.

      --
      Why does my post history abruptly stop? I want to laugh at the stupid things I posted as a kid.
    22. Re:I attended this, and can offer some insight. by theManInTheYellowHat · · Score: 0

      Back the truck up.
      So there is some music genius somewhere in the world that can play classical music that you happen to really like and instead they choose to play funk.
      Or maybe a basketball player that could be on your fav team and instead they are playing tennis (which is what they want to do)
      Or a writer who really likes to write in the gothic style but you know they can write really good romance novels......

      The point is it is their destany and theirs to do with as they like.

    23. Re:I attended this, and can offer some insight. by lobsterGun · · Score: 1

      Was this generated from a form letter?

    24. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 1, Insightful

      Hm.

      I've played such games (amoung many others) for decades, and I have yet to slay anyone.

      In fact, violent crime is down (in the US).

      True, I'd not want my child playing with violence until they understand the difference between play and reality. Nor would I want them playing with sex until they understand its implications better.

      But that's called parenting. I prefer to do it myself and not sub it out to corporations and governments.

      If you are one of the many (majority?) of parents that *does* sub your duty out, TS. I'm not going to rearrange my world just because you want to shove your responsibilities off onto the rest of "society".

    25. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0
      Gaming is directly responsible for the graphics technology that can later be used in training simulations for going to Mars.

      Of course, if NASA uses the Quake engine for training for trips to Mars, they may also need to equip the astronauts with railguns...

      I sat in on a presentation Bruce Naylor gave at UT a few years back regarding BSP Trees. During this presentation, he mentioned that they were originally used in flight simulators and something about the navy not wanting to waste test pilots' lives and millions of dollars on crashed planes.

      He also mentions how Carmac learned about BSP trees in college and that he had first implemented them in Quake. Then, before Quake II, Carmac talked with Naylor and got some more insight on BSP trees, made improvements, and therefore, Quake II was faster.

      So, unless Bruce Naylor was lying to us, I fail to see how Gaming (the Quake engine specifically, since you mention it) is "directly" responsible for the graphics technology used in training simulations for going to Mars.

    26. Re:I attended this, and can offer some insight. by Some_Llama · · Score: 2, Insightful

      "So what is the purpose of military research? Simple: to keep our killing tools up with our latest fashion in clothing."

      Although I agree with your main point (military's purpose is to find better ways to kill) pretty much most of current evolutions in modern applications/devices have come from military innovations...

      SO while many, many people have died because of militaries.. many, many, others have also had better lives because of it..

    27. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0

      Feh, nonsense. NASA just needs to implement a stricter recruitment policy (i.e. refuse employment to anyone named 'Betruger').

      You know, implement tougher screening methods. Ask potential candidates things like, "If you were presented with the opportunity to rule over Hell, at the tragic loss of thousands of innocents, would you still accept?"

    28. Re:I attended this, and can offer some insight. by SlayerDave · · Score: 1
      Of course, if NASA uses the Quake engine for training for trips to Mars, they may also need to equip the astronauts with railguns...

      Or BFGs, if they train with Doom 3.

    29. Re:I attended this, and can offer some insight. by Surt · · Score: 1

      You're right, I mean, seriously, if Einstein hadn't done his work, the world might not have nuclear weapons today!

      Wait, what was the argument we're making again?

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    30. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0
      How the fuck is this off-topic? It came from a quote from the OP, for crying out loud!

      Which was also off-topic.

    31. Re:I attended this, and can offer some insight. by efuseekay · · Score: 1

      Oh noes!

      He is already building missiles to destroy his opponents as he move inexorably towards world domination!!

      --
      Mode (3) smart-aleck mode. Press * to return to main menu.
    32. Re:I attended this, and can offer some insight. by fbg111 · · Score: 1

      Jon is the legendary programmer of such classic PC games as Wolfenstein, Doom, Duke nukem 3d, Quake 1, 2, and 3, unreal, and the upcoming doom3

      Tim Sweeney created Unreal and its successors, not Carmack. And I think you mean the "upcoming Doom 4".

      --
      Flying is easy, just throw yourself at the ground and miss. -Douglas Adams
    33. Re:I attended this, and can offer some insight. by litepack · · Score: 1

      It is so sad that people cant ball up and accept the responsibility for their actions. It has to be something else or someone else's fault that they say shoot a bunch of people or go on some other criminal spree.

      The devil made them do it, their unresolved issues as a child from where momma didn't pay them enough attention or show them the tit enough. As some point parents have to take charge but sadly strangers, astrological events, schools, and exceedingly creative excuses take the hit before the individual is even held responsible for his or her actions if ever held responsible at all.

      - B

    34. Re:I attended this, and can offer some insight. by Murasaki+Skies · · Score: 1

      So they would absolutely refuse to hire George W. Betruger?

      --
      Waiiii!!!!!! I have bad karma!
    35. Re:I attended this, and can offer some insight. by Anonymous Coward · · Score: 0

      It's always the same story: Troubled youth plays doom or quake, he arms himself to the teeth, he kills his classmates.

      You must be rather young if you can't remember when this kind of thing was blamed on D&D.

    36. Re:I attended this, and can offer some insight. by damsa · · Score: 1

      It's a standard troll that usually gets modded -1. But for some reason it was modded +5 to today.

  5. physics is here to stay by canozmen · · Score: 4, Interesting

    Although Mr.Carmack says physics in game engines isn't easily scalable for level of detail, there is ongoing research about this producing good results. I remember a video from last years SIGGRAPH that had hundreds of plastic chairs falling from the sky, and bouncing realistically. The important part was it employed a level-of-detail hierarchy for interacting parts (i.e. an object doesn't have much physical detail if you don't touch it), but it will be some time before we can see such techniques in real time games.

    1. Re:physics is here to stay by bani · · Score: 1

      that kind of trick is actually pretty old. almost all existing physics engines use similar tricks to speed up calculations.

    2. Re:physics is here to stay by $RANDOMLUSER · · Score: 2, Funny

      Funniest. Subject line. Ever.

      --
      No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    3. Re:physics is here to stay by vigilology · · Score: 2, Interesting

      I think 'they' should concentrate most of their resources on just making natural animal movements realistic. We have walls that look like walls. We have shadows that look like shadows. We have toppling barrels that look like toppling barrels. We don't have animals that move like natural animals.

    4. Re:physics is here to stay by aarku · · Score: 4, Interesting

      As a game developer, I'll say it'll come sooner than you think. Engines such as Unity will support Aegia's PPU when it comes out as it already uses the Novodex engine. From there it would take about 15 minutes to set up, tops. Expect some awesome things to come from little Indie developers.

    5. Re:physics is here to stay by graphicsguy · · Score: 1

      You are referring to "BD-Tree: Output-Sensitive Collision Detection for Reduced Deformable Models." Actually, the important part was a new type of bounding volume hierarchy for performing collision detection on slightly deformable objects. They were not doing simulation LOD, and it was NOT done in real time. But you are correct that there is ongoing work on simulation (physics) LOD.

    6. Re:physics is here to stay by theantipop · · Score: 1

      As said by another poster (and summarized here), LoD for physics means the game will play different for one user than another. If you want to make physics scalable, then you have to design the game such that using physics isn't essential to complete some part. That is, unless you want to require a physics accelerator and forget an entire demographic of gamers. To do this removes one of the coolest reasons to have physics (i.e it's not just a circus stunt). This brings up an interesting dilemma, however. The same argument could have been made about graphics accelerators when they first came into existence. Now, however, they are pretty much required in orer to play any AAA game. On one hand, some would say there is always room for another acceleration device. But with super-powered consoles coming out at the cost of a PPU alone, I don't think there are as many PC gamers willing to drop $500 on a GPU and another $300 on a PPU. I know if it came down to me needing this additional card, I'd jump ship as fast as I could; and I haven't owned a console since SNES.

    7. Re:physics is here to stay by Anonymous Coward · · Score: 0

      I agree - remember at one time Apogee (remember them?) were an indie developer :)

    8. Re:physics is here to stay by revscat · · Score: 1

      This is totally OT, but how do you like Unity? I'm a Java developer, and ran across Unity not long ago, and have been fascinated with it ever since. It seems to be quite a tool, but this is an area of the industry that I am not that familiar with.

    9. Re:physics is here to stay by aarku · · Score: 1

      It makes me feel like Willy Wonka, except making games not candy.

  6. Re:Spent! by AuMatar · · Score: 4, Insightful

    Carmack doesn't deisgn games, he makes engines. Doom and Quake are tech demos for whatever his latest engine is. If you buy an id game expecting it to be anything else, you're doomed to disappointment. Even Id doesn't claim its anything else.

    --
    I still have more fans than freaks. WTF is wrong with you people?
  7. Dual-core CPU not that easy to take advantage off? by Aphax · · Score: 3, Insightful

    I found his views on dual core processers fascinating. Until now I had always believed they could give major boosts in performance in games as soon as the developers made their games multi-threaded. Maybe I should put off buying that dual-core cpu for a bit longer.

  8. Carmack does graphics, no physics by erwincoumans · · Score: 4, Informative

    His love for graphics is nice, but pity he lack s physics programming skills :) That's why Jan Paul van Waveren takes care of it, in Doom 3 etc. Physics Middleware will be of big importance for next-gen consoles, and it will rock the world :) http://www.continuousphysics.com/Bullet/phpBB2/ind ex.php

    1. Re:Carmack does graphics, no physics by domipheus · · Score: 0, Offtopic

      I'd quite like to know what you are trying to say with this post other than get a few hits to that site.

    2. Re:Carmack does graphics, no physics by erwincoumans · · Score: 1

      As I posted before, Carmack is a graphics programmer, not a physics programmer. On that link you can find all opinions by professional game physics programmers, and their opinions. If Carmack thinks next-gen is too difficult to code for, he can license middleware.

    3. Re:Carmack does graphics, no physics by TrappedByMyself · · Score: 0, Flamebait

      On that link you can find all opinions by professional game physics programmers, and their opinions.

      Yeah, whatever. What I'm really interested in is their opinions.

      --

      Help me take back Slashdot. When did 'News for Nerds' become 'FUD and Conspiracy Theories for Extremist Nutjobs'?
    4. Re:Carmack does graphics, no physics by vurg · · Score: 1

      I think he also needs to work on his lighting skills. (Talking about Doom 3).

    5. Re:Carmack does graphics, no physics by Anonymous Coward · · Score: 0

      Poor bitter little boy. It's understandable that you are very envious of Carmack. You know that whatever physics code he writes will be 10x better than yours, no matter how much you think your little hobbyist web site is important.

      Just let professionals like Sweeney and Carmack handle whatever physics are needed in quality games while you write your little hobbyist demos

  9. Re:Spent! by Anonymous Coward · · Score: 0

    Yeah right! Is that what id was claiming BEFORE they released Doom 3? Hardly...

  10. physics middleware takes advantage by erwincoumans · · Score: 1

    Taking advantage of Dual-core CPU is as easy as licensing middleware. In a budget of 5 million dollar, a 50.000 dollar licensing fee (or less) is peanuts. See www.havok.com or www.ageia.com, www.meqon.com

    1. Re:physics middleware takes advantage by erwincoumans · · Score: 2, Informative

      And obviously the open source physics engines: ODE (ode.org) Bullet and free (but not open source) Newton (http://www.physicsengine.com/) Tokamak http://www.tokamak.com/ and others.

  11. XBOX 360 PowerPC != PowerPC G4, G5 by green+pizza · · Score: 4, Informative

    Carmack was less pleased with the PowerPC processors for the new consoles, questioning the choice of an in-order CPU architecture. He estimated the console CPUs' performance at about 50% that of a modern x86 processor

    Finally, proof that Apple is over priced, under powered hardware.

    Why does Carmack hate Apple so much?


    Read up on the flavor of PPC that is in the XBOX 360...
    http://arstechnica.com/articles/paedia/cpu/xbox360 -2.ars
    It's far different from the G4 and G5 that Apple currently uses.

    BTW, if Apple loved PPC so much, why did they announce the switch to Pentium M ? :)

    1. Re:XBOX 360 PowerPC != PowerPC G4, G5 by should_be_linear · · Score: 1, Interesting

      Finally, proof that Apple is over priced, under powered hardware. Why does Carmack hate Apple so much? ... BTW, if Apple loved PPC so much, why did they announce the switch to Pentium M ? :)
      He said that Apple *is* over priced, under powered hardware, which is true. He didn't say it will stay that way forever.

      --
      839*929
    2. Re:XBOX 360 PowerPC != PowerPC G4, G5 by eclectic4 · · Score: 2, Insightful

      "BTW, if Apple loved PPC so much, why did they announce the switch to Pentium M ? :)"

      They didn't, they announced the switch to Intel.

      And, BTW, people don't buy Macs for their hardware, wich I believe is much more slightly overpriced than you seem to think (spec it out like we have a billion times here at /.), they buy them for OS X which far outweighs their very slight overpricing, IMO, and in the opinion of the fastest growing computer seller in the market right now.... That very slight "overpricing" is payment for genius design. I wouldn't want it any other way and neither should any other Mac user.

      --

      "The greatest obstacle to discovery is not ignorance - it is the illusion of knowledge." - Daniel Boorstin
    3. Re:XBOX 360 PowerPC != PowerPC G4, G5 by Anonymous Coward · · Score: 0

      A Dell Dimension XPS with dual core P4 3.0ghz, radeon X850 XT PE, 2gb of ram (2x1GB DIMM, 667mhz ddr2), and a 250gb hard drive comes out to $2740. An Apple PowerMac with dual 2.7Ghz G5's, radeon X850 XT (non-PE), 2gb of ram (2x1GB DIMM, 400mhz ddr), and a 250gb hard drive comes out to $3799.

      The "slight overpricing" apple does is enough for me to add a 24" widescreen LCD to the dell and STILL be cheaper by hundreds of dollars.

    4. Re:XBOX 360 PowerPC != PowerPC G4, G5 by eclectic4 · · Score: 1

      And you'd still be using Windows.

      BTW, when I spec'ed that out at Dell, it came to nearly 3,400. Don't forget your speakers, viri/spyware protection, Windows XP Pro, DVD Player/burner software, etc... and, where's your iLife?

      Did I mention you'd still be using Windows, and in a POS looking box, no where to go if you have trouble (Apple store, Genius bar?) instantly? India help lines? Apple's award winning support? Yeah, I'll pay the extra $300, no problem at all. I buy my Apple RAM from third party, and your argument holds no water at all. But thanks for playing...

      --

      "The greatest obstacle to discovery is not ignorance - it is the illusion of knowledge." - Daniel Boorstin
  12. Re:Dual-core CPU not that easy to take advantage o by fistynuts · · Score: 5, Informative

    > ...as soon as the developers made their games multi-threaded

    This is considerably more difficult than one would think. Games typically have to perform tasks in a particular order, for example (extremely simplified): get inputs, move player, move AI players, move other objects, check for collisions, update parameters, display the next frame, loop.

    Quite where we add this 2nd thread is difficult. Everything must happen in the same order in order for things like collision detection to function correctly. If we start a second thread to, say, calculate AI decisions and move the AI characters according to those decisions, we have to wait for that thread to complete before we can display the next frame. So it ends up that there are no advantages to utilising that second thread.

    Now, I'm sure there are game developers on here who know how to utilise threads in games in a successful way. It'd be cool if one of them could inform the rest of us what the heck we're supposed to be doing with them :)

    --
    "You heard the man, Tubbs.. get undressed."
  13. Re:Here we go again.... by arose · · Score: 2, Informative

    Good news, Carmack is a programer not a game designer.

    --
    Analogies don't equal equalities, they are merely somewhat analogous.
  14. Re:Carmack slates Apple by xirtam_work · · Score: 3, Informative

    Ok, I'll feed you little troll....

    Carmack came out against the current crop of PowerPC CPU's to be used in the X360 and PS3 that are very different from the CPU's that Apple have been using in their PowerPC based computers. The PPC's in the consoles do not support out of order execution and a raft of other features. IBM have designed simpler cores that are being packaged on multi-core chips that can be run quicker and in parallel.

    Carmack has plenty to bash Apple for in regard to their OpenGL implementation I'm sure - just browse the Apple developers OpenGL mailing list sometime.

  15. stop babbling by domipheus · · Score: 1

    ?

    when has carmack said anything in that speech about next gen being too difficult.

    He explains his view on why he thinks dedicated 'physics cards' would proove a non starter with him - and made some pretty good points, and any game programmer would understand him. I seriously just think your trying to advertise every physics engine out there.

  16. Re:Spent! by MaestroSartori · · Score: 4, Insightful

    It's worth pointing out that he doesn't design games because he's a renderer/technology programmer. Id (id? iD?) Software will have designers responsible for designing the gameplay and so on.

    JC isn't really responsible for the shortcomings of the games *as games*, except in as much as the ability of the engines he makes for them limits & influences gameplay decisions by those designers...

  17. Re:Carmack slates Apple by Anonymous Coward · · Score: 0

    PowerPC CPU's to be used in the X360 and PS3

    The PS3's processor is not a PPC. I believe the processor used is called a POS.

  18. Re:Dual-core CPU not that easy to take advantage o by Anonymous Coward · · Score: 0
    If we start a second thread to, say, calculate AI decisions and move the AI characters according to those decisions, we have to wait for that thread to complete before we can display the next frame.

    Why? If the AI isn't done in time, then the next frame is rendered with the character in the same position or moving at the same velocity. Seems quite realistic to me for the AI to have a real reaction time to things.
  19. Re:Dual-core CPU not that easy to take advantage o by domipheus · · Score: 0

    The problem being, that in that case the non-realistic image of a monster stuttering on screen then moving 2x its speed the next frame really does make it harder to sync up.

  20. Open source, ever heard of that ? by erwincoumans · · Score: 1

    salesman ? I'm a coder, and the link is to a free forum and open source project. Open source, ever heard of that ? probably not, seeing your bad manners.

    1. Re:Open source, ever heard of that ? by domipheus · · Score: 1

      Which is great since you advertise 3 commercial engines in another post...

    2. Re:Open source, ever heard of that ? by erwincoumans · · Score: 1

      True. So I added an extra link with open source / free physics engines, satisfied ? But my point was, there is a physics engine for everyone, for any budget. And for a lot of the physics, you get a linear speed up in the number of processors, especially when you have local memory (not shared cache).

  21. open source physics engine by erwincoumans · · Score: 1

    I'm advertising that the next-gen consoles can use their parallel power to run physics much faster.
    Secondly, the link is advertising a forum and open source physics. And half of the serious professional game programmers are on the forum.

    Here is the doom 3 programmer: http://www.continuousphysics.com/Bullet/phpBB2/vie wtopic.php?t=62&sid=9dc86d5b23a3d1099165eddc7aa982 48
    Or what about Halo 2 ? http://www.continuousphysics.com/Bullet/phpBB2/vie wtopic.php?t=54 Just scroll down to the bottom of that link.

  22. Re:Here we go again.... by domipheus · · Score: 4, Funny

    Personally I think you are a moron, because if you paid £1000 to get 30fps in 800x600, you obviously went to PC world.

  23. Re:Dual-core CPU not that easy to take advantage o by TheRaven64 · · Score: 1
    I think he has just spent too much time on single-CPU systems. A lot of things in a game can be done in parallel, for example:
    • Each monster / NPC can run their AI in parallel and interact with the game system via the same API as the player.
    • Collision detection can be performed in boxes smaller than the entire scene, all in parallel.
    These two are just off the top of my head, but I'm sure there are more things that can be added.
    --
    I am TheRaven on Soylent News
  24. Thoughts by williamhooligan · · Score: 2, Funny
    John Carmack's QuakeCon 2005 keynote also covered the programmer's thoughts

    "Ladies and Gentlemen,

    ...I want more funky graphics things...

    ...I wonder if I left the gas on...

    ...My leg itches...

    ...That guy looks tired..."

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

      "...cowbell. Next quake needs more cowbell..."

    2. Re:Thoughts by roesti · · Score: 1

      May 19, 1998
      Fever gone but itchy.
      Hungry and eat doggy food.
      Itchy itchy Scott came.
      Ugly face so killed him.
      Tasty. Itchy. Tasty.

      I hope somebody gets the reference. :)

  25. Re:Dual-core CPU not that easy to take advantage o by Anonymous Coward · · Score: 3, Informative
    The problem being, that in that case the non-realistic image of a monster stuttering on screen then moving 2x its speed the next frame really does make it harder to sync up.

    Yes, things related to the drawing and basic movement of the character need to be done in sync in the main thread. However, the higher level reasoning of the AI can be done completely in a seperate thread.

    Think of how multiplayer is done today. Low level stuff, including how the acutal character movements are done, are handled by the main rendering thread. But all the high-level decisions (where the player goes, does he shoot or duck, etc.) are done by seperate threads (the player's brains). It's not really any different with AI NPCs.
  26. Re:Dual-core CPU not that easy to take advantage o by el_womble · · Score: 5, Insightful
    Or you could stop thinking of it like that and start thinking of it as: Thread 1: Wait for input
    1. Add to unprocessed que
    2. Grep for coded expressions
    3. add symbol to character action queue
    Thread 2: Charactor Thread
    1. read action queue
    2. publish action
    3. recieve reaction
    4. update state
    Thread 3-100: AI Threads
    1. Read viewable universe state
    2. Process against goals
    3. publish action
    4. recieve reaction
    5. update state
    Please don't read this too literally, it only a slashdot post, but this is meta-outline of how I'd start thinking about the game universe in a multi cpu system. Of course it would run like shit on a single CPU (all those context switches (ugh)), but it would really utilize a multicore system.
    --
    Scared of flying, pointy things snce 1979!
  27. let me make myself clearer, once and for all. by domipheus · · Score: 2, Interesting

    Carmack was commenting on hardware vendors believing that more cores, more cpus, more hardware is good. But for the DEVELOPMENT OF A GAME in a GOOD AND REASONABLE TIME using a SIMPLE, ELEGANT, AND FAST METHODOLOGY, adding more cores and more cpus and more accelerators intruduces more places where bugs and glitches can occur, and thats only after you figure out a nice design, which will take longer to do and therefore cost more to make. It complicates things which shouldn't need to be. Not all companies want to introduce 3rd party code into their games for various reasons and you should not assume that everyone wants to.

    1. Re:let me make myself clearer, once and for all. by JFitzsimmons · · Score: 2, Insightful

      ID softare especially doesn't want to add third party code into the engine, because that means it is another part of it that they can't opensource - the Punkbuster code already has to be removed from Q3 before it can go GPL, which is not a major part of the engine. What if the physics engine had to be taken out? They could still opensource it, but it would be dead on arrival, and would need opensource programmers to implement their own physics before the engine code could actually be put to good use.

      --
      Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
    2. Re:let me make myself clearer, once and for all. by domipheus · · Score: 1

      Exactly, it also complicates licencing out the engine when a major part of your product, well, is not yours.

  28. What GFX cards need to have in future by Synli · · Score: 1

    What GFX cards need to have in future is MOTION BLUR, above all. That is the single reason why the game intro videos look like real movies, while the game gfx still look like... well like game gfx. The lack of image processing circuits in todays gfx cards is the problem that needs to be fixed in future.

    --
    "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    1. Re:What GFX cards need to have in future by EvilMonkeySlayer · · Score: 1

      I don't know, motiom blur seems a bit of a fad.

      All the games i've played which use it, I do not find to my liking. (the motion blur)

      And if you want motion blur get a TFT with a 25ms response rate. :)

    2. Re:What GFX cards need to have in future by 88NoSoup4U88 · · Score: 1
      Hmm, I think motion blurring, or at least an effect that is very similar to it, is apparent in today's games : For example, getting hit in Battlefield 2 will cause a temporary blurry vision.

      Also, I've seen alot of racing games lately using motion blur once you hit a very high speed (eg. GTA:San Andreas)

    3. Re:What GFX cards need to have in future by domipheus · · Score: 2, Informative

      Motion blur can be added quite easily now with todays graphics cards, before they were seen as too costly in terms for what they gave, which was just a bit of eye candy.

      Project offset have really nice motion blur in. There is a techdemo video of it in action too.

    4. Re:What GFX cards need to have in future by Anonymous Coward · · Score: 0

      uh....

      1. accumulation buffers have been around forever.
      2. image processing is straightforward using fragment shaders + fbo's.

    5. Re:What GFX cards need to have in future by A+Brand+of+Fire · · Score: 1

      If I recall correctly, 3dfx -- pre-nVidia buy-out -- had developed the hardware for anti-aliasing, over-brights, and other image processing effects in their briefly released Voodoo 5 series of graphics cards. In a http://www.hothardware.com/viewarticle.cfm?page=2& articleid=487&cid=2series of screenshots released prior to the buy-out, they showcased working depth-of-field blur and motion-blur filters in Quake 3 Arena. To my knowledge, these effects should be present in modern nVidia graphics cards proceeding the purchase. I could be mistaken, but I'm fairly certain the image processing technology 3dfx was working on was included in said purchase. With that said, I'm certain many improvements upon these technologies could easily be made given the processing power of newer video cards.

      --
      [End of Line]
    6. Re:What GFX cards need to have in future by Breakfast+Pants · · Score: 1

      Burnout 3 uses it extensively as well.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    7. Re:What GFX cards need to have in future by jericho4.0 · · Score: 1

      Motion blur in current games is not done as well as it could be. The next-gen games should have a much better take on it, and you'll probably start to appreciate it then.

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    8. Re:What GFX cards need to have in future by Kegetys · · Score: 1
      All the games i've played which use it, I do not find to my liking. (the motion blur)

      Thats propably because all games I have seen having a "motion blur" effect use a totally wrong kind of way to do it. The wrong way is to draw the current rendered frame as semi transparent over the last one. This is quite lightweight effect but looks really crappy (imo), nothing like proper motion blur. "Player on drugs" effect might be a better name for it.

      The right way to do it in real time would require that you can render frames _very_ fast, say something like 1000fps. You would then keep rendering these frames, blending them together for a certain amount of time, and then flip the backbuffer to the front and display that one frame. This would look very good but needless to say you would need to use a very low detail level to be able to render the frames that fast on todays hardware.

    9. Re:What GFX cards need to have in future by dancpsu · · Score: 1

      The "right" way to do motion blur is the cartoon way. If something moves fast, deform the mesh to stretch across its field of movement. This is much more realistic than trying to render 1000fps, and won't leave gaps between frames for the "Player on drugs" effect. And before anyone asks, yes, the entire map will have to be deformed if the player turns quickly.

      If you think this would be disorienting, remember that the mesh is being deformed for a movement for 1/30-1/60 of a second. See here for a paper on how to do this in real-time.

      --
      "Scientists don't change their minds, they just die." -- Max Planck
    10. Re:What GFX cards need to have in future by OzRoy · · Score: 1

      Motion blur can't be used in all games. But not because it can't be rendered or anything.

      From reading the other comments in reply to yours I'm not sure people fully understand what motion blur is. It's explained here:
      http://en.wikipedia.org/wiki/Motion_blur

      Motion blur can be used in animation to make characters appear they were moving really fast. It's done by drawing the character in a warped shape. If a game uses motion blur then they would all be able to run at 20-30fps without stuttering in any way. All movement would look natural.

      Some games already use motion blur. These are mainly car racing games, and flight simulators. An FPS can't use it though. In an FPS if someone shoots at you where do you register the hit? If the character is stretched out in a motion blur, should the hit box also be stretched out? The obvious answer is no because that isn't fair, and makes you can easy target. If you don't stretch out the hit box what part of the visible character do you aim at?

      This is why FPS games have to run at 60fps or more.

    11. Re:What GFX cards need to have in future by Synli · · Score: 1

      > An FPS can't use it though. In an FPS if someone shoots at you where do you register the
      > hit? If the character is stretched out in a motion blur, should the hit box also be stretched out?

      You'd have to move *pretty* fast for that to be any disadvantage. However, if someone was moving that fast (which is unlikely) there is easy solution:

      Graphics would be rendered with motion blur at 24 f/sec (as real movies) BUT the buletts, physics, body parts etc. would all be processed at much higher rate.

      If you don't agree with me now, consider this REAL WORLD example:

      Start waving your hand very quickly in front of your eyes so that the hand appears to be blurred. Now, try to spit so that you hit the hand. See? Graphics are blurred but your hit is only counted IF and only IF you hit the hand.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    12. Re:What GFX cards need to have in future by OzRoy · · Score: 1

      But where is the hand?

      You get motion blur because the frame spans a period of time. Think of it like a camera shutter. When the shutter opens the object is at the start of the blur. By the time the shutter closes the object has moved leaving the blur pattern. You can't place the hitbox at the start of the blur or at the end of the blur because both are wrong. For that single frame the object is the Entire blur pattern.

      So where do you place the hitbox? Your hand example works in real life because time is free flowing and despite the fact we visualise it as a blur the hand's 'hitbox' is always in a distinct and absolute position. A game engine doesn't have free flowing time and works on ticks like a camera shutter where the position of everything is calculated every tick, and the scene is drawn for that tick. So if you wave your hand so it becomes a blur you will Always be able to 'hit' your hand because the hand no longer has an absolute position, it only has the blured position which is stretched out.

      To do what you suggested you would have to have two seperate tick rates. You would have one tick rate for drawing the scene, and another tick rate for calculating the hitbox. But that causes another problem. Each motion blur would have to predict where an object will end up at the end of it's tick time to ensure the hitbox is in the correct place. But what happens if the model doesn't follow it's predicted path and changes direction half way through the draw tick? That drawn scene and blur will have been incorrect and will have to be corrected in the next draw. I believe that is something your eye will pick up, and the game will look jittery occasionally.

    13. Re:What GFX cards need to have in future by Fartacus · · Score: 1

      Modern GPU's support motion blur, and have no lack of "image processing circuts". Render to texture + programmable pixel shaders = "image processing circuits". Motion blur has been done (and overdone) in games already. Take GTA3 and Burnout, for example. Both have motion blur.

    14. Re:What GFX cards need to have in future by Synli · · Score: 1

      > But where is the hand?
      > ...
      > So where do you place the hitbox?

      Re-read the post, the answers are contained in it.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    15. Re:What GFX cards need to have in future by Synli · · Score: 1

      Yes, but they have no specialized hardware for motion blur. Universal processing units suck -- they are universal and therefore slow. We need specialized hardware.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    16. Re:What GFX cards need to have in future by Fartacus · · Score: 1

      Sorry, you don't need specialized hardware for motion blur. And I'm not quite sure what you mean by "universal processing units suck". Pixel shaders are pretty damn fast these days, and they're putting a lot more of them into GPUs.

      There are plenty of good motion blur algorithms that work in 3D (with extrusion in the opposite direction of velocity), 2D post processing using shaders, and accumulation buffer techniques, all of which run well on modern hardware. Dedicated motion blur hardware would be redundant, and a total waste of die space.

      Here's a few examples of motion blur algorithms for modern GPUs running on "universal processing units that suck":

      http://download.developer.nvidia.com/developer/SDK /Individual_Samples/featured_effects.html (see the spinFX demo)

      http://download.developer.nvidia.com/developer/SDK /Individual_Samples/samples.html (see "Motion Blur as a 2D Post-Processing Effect"

      http://search.ati.com/nasearch.asp?Query=motion+bl ur&go.x=0&go.y=0&DefaultLanguage=16&Catalog=NASite &rdoCatalog=NASite&Start=&Total=&Stat=New (this is a search on "motion blur" on ati's developer page, there are several papers describing motion blur techniques)

    17. Re:What GFX cards need to have in future by Synli · · Score: 1

      > And I'm not quite sure what you mean by "universal processing units suck".

      > Pixel shaders are pretty damn fast these days,
      > and they're putting a lot more of them into GPUs.

      It's basic computer science question. Universal processors suck because all universal processors (such as Intel Pentium) are slower than specialized hardware. For example specialized MPEG-2 compression circuits will always outperform by orders of magnitude classic universal CPUs. Etc.

      > Sorry, you don't need specialized hardware for motion blur.

      Maybe you don't. I do.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    18. Re:What GFX cards need to have in future by OzRoy · · Score: 1

      You didn't understand what I said did you?

      You can't process the bullets and hit boxes faster. You will end up with either the hitbox not following the predicted path causing graphical glitches, or the hitbox being calculated outside the drawn object. Both of which are wrong.

    19. Re:What GFX cards need to have in future by Anonymous Coward · · Score: 0

      While you're at it you might as well request specialized hardware to render all polygons with bumpmapped polka dots :)

      It's really about as important as specialized hardware for motion blur..

    20. Re:What GFX cards need to have in future by Synli · · Score: 1

      No. There IS a way to solve that problem. I can elaborate -- let me know if you REALLY want me to (at the moment I'm rather busy).

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    21. Re:What GFX cards need to have in future by Synli · · Score: 1

      Sigh. Why not replace *specialized* GPU's in gfx cards with Intel Penitum processors? Universal processors are so cool and powerful, right? Gee.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    22. Re:What GFX cards need to have in future by OzRoy · · Score: 1

      Yep. I'm curious. I think it would be an interesting problem to solve.

    23. Re:What GFX cards need to have in future by Synli · · Score: 1

      Ok, it's quite simple. As regards collison detection, the engines will function as they do now. However, gfx will be rendered at 24 f/sec and motion blurred.

      This means that you will not be detecting collisions from graphics, but from 3d virtual model, that has no frame rate (it is just there, always).

      I'd like to stress that this model is *exactly* equalt to how thing work in *real* world. Today, 3d first person shooters use non-sensical rendering speed 50-100 frames per second without motion blur. This is only fooling people. If they used 1000000000 frames per second rendering speed, than our brain and eyes would start creating motion blur automatically!!!!

      So todays game gfx is not realistic, unless they use motion blur.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    24. Re:What GFX cards need to have in future by OzRoy · · Score: 1
      I've been away the past few days so this post is late :)

      This means that you will not be detecting collisions from graphics, but from 3d virtual model, that has no frame rate (it is just there, always).

      That sounds great in theory, except computers can't do that. There is no way to have an arbitrary free flowing model like that, virtual or not. A computer always has to work on some sort of tick rate, even if it's as fast as the CPU's clock speed.

      But lets assume what you said is possible. We can even use real life for this example. Imagine a very fast moving object. What you can see is only what you see through a camera. The camera takes a picture (a single frame). What you see in that single frame is the motion blured image. The camera begins taking the picture for the next frame. While that frame is being gererated you are still being displayed the previous frame.

      Now. Looking at that image, point at where the object is in reality. Because the object is still moving it is no longer inside where the object appears. The hitbox will be leading the actual appearance of the object.

      Now you may think that in a game this will never be a problem. You will never have an object moving fast enough for the object to lead the image that much. But that isn't true either. Motion blur has to be applied to everything from the camera's point of view, and the camera isn't stationary. The camera is the gamer, and twitch gamers will move the camera very fast causing a large motion blur.

      Now, if you believe that won't be a problem and gamers won't care, then you really really don't know gamers. You should see the CS:Source players complain about the hit registration in that game.

    25. Re:What GFX cards need to have in future by Synli · · Score: 1

      > Now. Looking at that image, point at where the object is in reality. Because the object is still
      > moving it is no longer inside where the object appears. The hitbox will be leading the actual
      > appearance of the object.

      Yes, I knew what you meant -- no need to re-iterate.

      However, that's how things work in real life. If you need to shoot a fast moving object, you don't know where it is, because it is blurry. That may suck, but it's very real.

      > Now, if you believe that won't be a problem and gamers won't care, then you really really don't
      > know gamers. You should see the CS:Source players complain about the hit registration in
      > that game.

      How about this: In 50 years, games will be rendered at 10000 frames per second, which will create natural motion blur (brain & eyes). Everything will be real and if anybody complains, well let him go 50 years back, so that he can "cheat the real world principles"... :-)

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    26. Re:What GFX cards need to have in future by OzRoy · · Score: 1

      But you don't need 10000fps. You only need 60-100fps, which we already have :)

    27. Re:What GFX cards need to have in future by Synli · · Score: 1

      > But you don't need 10000fps. You only need 60-100fps, which we already have :)

      I *do* need 10000 fps! So that we finally have natural motion blur. :-)

      I hope nobody will artificially limit fps in future.

      By the way, it's also important to note that motion blur would allow the games to run only at 24 fps. It would look like a real movie, it wouldnt be "jerky" at all, and it would remove the necessity to overheat the GPU with higher and higher frame rates. Perfect!

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    28. Re:What GFX cards need to have in future by OzRoy · · Score: 1

      No, you don't. Because it is not possible for the eye to percieve anything that fast. The eye is most sensitive to brightness. Any picture that is flashed up faster than 1/300th of a second is not percieved by the human eye at all! The only reason that you can percieve these pictures is because of the afterimage, which is what you get when you look at a bright light and then close your eyes. So anything faster than that is a waste of processing.

    29. Re:What GFX cards need to have in future by Synli · · Score: 1

      Yes, that's correct. We don't need to be able to fully perceive the image. It's impossible. The point is that this "afterimage" also creates the desired motion blur efect.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    30. Re:What GFX cards need to have in future by OzRoy · · Score: 1

      Which is done at any speed! 300fps is only the absolute maximum required.

      This has gone on for far too long. If you believe you require 10000fps then that's fine. If you believe it's correct to have motion blur in a game then that's fine too.

    31. Re:What GFX cards need to have in future by Synli · · Score: 1

      > If you believe you require 10000fps then that's fine.

      I don't require 10000 fps. I'll be happy with just 24 fps + motion blur. ;-)

      However, the 10000 fps will be inevitable in future. Who would artificially limit it? The higher the fps, the more realistic the game graphics will be.

      Thanks for the discussion. I hope you are a game developer so that it was at least a bit useful to you.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
  29. Re:Dual-core CPU not that easy to take advantage o by robnauta · · Score: 5, Interesting
    This is considerably more difficult than one would think. Games typically have to perform tasks in a particular order, for example (extremely simplified): get inputs, move player, move AI players, move other objects, check for collisions, update parameters, display the next frame, loop.

    Quite where we add this 2nd thread is difficult. Everything must happen in the same order in order for things like collision detection to function correctly.

    Not neccesarily. One big problem with games is that the typical order (beginscene/render/endscene/present) is implemented with a busy-wait loop in the present part. This is the part where all data has been sent to the graphics card and the driver waits in a loop until it gets a 'scene completed' message from the card. This is why games always run at 100% CPU.

    Games that don't use threading well (only threading for network/input/sound) put stuff in the loop you describe. Draw a scene, the driver waits for an 'OK', then you update the player, update the AI characters, do collision, calculate all new positions and start drawing. Because the drawing takes eg. 10 ms per frame for 100 FPS developers limit the AI/collision part to run in something like 1 ms or else the frame rate starts dropping. So the real AT would be limited to say 10% of the CPU time.

    For example the 'move AI' part could be a bunch of threads, calculating new positions based on direction, collision etc.

    Right now games like DOOM3 typically only display a few NPC's at the same time because of the timing problem. If the move AI thread can just keep running on the second CPU while the first CPU waits within the driver a game could support a few 100 enemies on-screen.

    Strategy games with complicated pathfinding with hundreds of units on-screen like Warcraft 3 or Age of Mythology would profit enormously, if programmed for multithreading.

  30. Half Life 2 by erwincoumans · · Score: 2, Interesting

    I perfectly understand what you say. And I discussed with Carmack over email a few month ago, exactly about this topic. It doesn't mean I agree. First of all, graphics is already heavily parallel, but in this case it is handled purely inside the hardware. For physics, this can be too, but he argues about the fallback path. Not only consoles are choosing multi-core. Even Intel and Apple are going the multi-core direction, for a good reason I think. I think it just frighens more game developers to jump on the next-gen multi-code machines. Instead of moaning, its better to just prove him wrong. Half Life 2 had some good physics, I think that is the way to go.

  31. Re: err lead programmer? by Anonymous Coward · · Score: 0

    "Jon is the legendary programmer of such classic PC games as Wolfenstein, Doom, Duke nukem 3d, Quake 1, 2, and 3, unreal, and the upcoming doom3."

    Umm no. Maybe you're thinking of ADRIAN Carmack (not related) who left id and joined Epic to create unreal.

    Oh and BTW Doom 3 has been released! Rejoice!

    - sigh

  32. Re:Here we go again.... by ooze · · Score: 1

    I have to say, I enjoyed Doom 3 more than Halflife 2. Both good games. Halflife with so much more features and bells and wistles. But in the end Doom3 was just more fun. And a less pain in the ass to get going ;)

    --
    Just because I can imagine doing a hippopotamus, doesn't mean I'd like to do it.
  33. Re:Link crashes FireFox 1.0.6 by Zatic · · Score: 2

    same here - Firefox 1.0.6 runnning on 2.6.12-gentoo-r4 crashes as soon as I click the link.

  34. Interesting by ribblem · · Score: 2, Interesting

    Carmack's other wish-list item was that some attention be paid to the problems with handling small batches of data on today's GPUs. He said the graphics companies' typical answers to these problems, large batches and instancing, don't make for great games.

    John Carmack's past pleas for graphics hardware changes have led to a number of developments, including the incorporation of floating-point color formats into DirectX 9-class graphics chips. We'll have to watch and see how the graphics companies address these two problems over the next couple of years.


    These are topics that the whole graphics industry acknowledges. While he is wise to focus on these as core issues, I'm not sure if I would say that the industry responded to his plea when these things get addressed.

    One other thing that I'm a little confused by is why game developers always seem to think multithreading games is going to be nearly impossible to take advantage of in the near term. I admit it won't be a piece of cake and there will be evil bugs, but I don't see it as this big mystery. It will be more work, but it seems with some thought it can be handled fairly nicely on first generation games of next gen consoles. If I were to tackle the problem I would not break up the rendering into separate threads since this is just going to be trouble, but I would reduce rendering to truely only do the rendering which some developers seem to get confused. I would make one or more physics threads, one or more AI threads, a sound thread, a rendering thread, a resource managment thread, and perhaps a culling thread which assisted the VPU with geometry occlusion if the CPU is ahead of the VPU. I'd also put in a semaphore queue mechanism so some of these could get a frame or two ahead without syncing.

    That said I'm not a game developer so perhaps I'm just missing something. If that's the case please enlighten me.

    1. Re:Interesting by CaptainFork · · Score: 3, Funny
      Jon Carmack is a typical male programmer. Like all males, he can only think of one thing at a time like a cold hearless single-threaded computer brain. That's why he can only write programs that way. There should be more female games programmers. Females have a compassionate multi-threaded mind which can be both more intuitive and more practical. Female programmers would naturally relate to multi-threading and reap the benefits in processing power.

      However unfortunately all the games would be about buying shoes and your only weapon would be a handbag, which would suck.

    2. Re:Interesting by Junks+Jerzey · · Score: 1

      I would make one or more physics threads, one or more AI threads, a sound thread, a rendering thread, a resource managment thread, and perhaps a culling thread which assisted the VPU with geometry occlusion if the CPU is ahead of the VPU. I'd also put in a semaphore queue mechanism so some of these could get a frame or two ahead without syncing.

      All of these threads, however, may need to interact with each other. When objects collide, you get a callback and that callback may trigger rendering, AI, sound, etc. AI needs to use physics data for line-of-sight checks and so on. My point is that dividing these things up cleanly is nowhere near an obvious task. And think of all the horrible timing-specific bugs you could end up with. You can't do Test-Driven Development with thread interactions.

    3. Re:Interesting by Pollardito · · Score: 0, Offtopic

      i predict that this post will be caught in a Flamebait/Insightful moderation spiral that will whirl out of control until all Slashdot is consumed by its energy...

      or maybe all the moderators will save their points and move onto the next post

    4. Re:Interesting by ribblem · · Score: 1

      You do need interfaces into the other threads, but if you ran physics one frame ahead and let everything else have a frame of lag it seems like you could achive a fairly efficent design. As I said it's not as easy as a single threaded application, but it's not rocket science either. You're point about test driven development is very informative though. If that is the current software model that game developers use they will need to rethink how they design software to make this work. That may be the one of the biggest hurdles.

    5. Re:Interesting by pkhuong · · Score: 1

      "All of these threads, however, may need to interact with each other. When objects collide, you get a callback and that callback may trigger rendering, AI, sound, etc. AI needs to use physics data for line-of-sight checks and so on."

      Communication between agents isn't exactly a new problem. Queues (bounded or unbounded) could be used to implement asynchronous message passing. IIRC, bounded queues dont even need atomic operations.

      --
      Try Corewar @ www.koth.org - rec.games.corewar
    6. Re:Interesting by cnettel · · Score: 1

      It's not exactly like putting large amounts of data in a queue is a free operation. For a Cell-based machine, of course, they will have to do it. On a dual-core x86 it's not that obvious. We also have to remember the added latency by doing things some frames ahead. That may hurt gaming experience more than the framerate itself.

    7. Re:Interesting by pkhuong · · Score: 1

      Good point. Still, "putting large amounts of data in a queue" might not happen that often: the (lightweight, not necessarily system, so we can mostly ignore the cost of context switches) threading can be scheduled to help ensure that the queues are emptied af quickly as possible. We can also queue references to large chunks of data instead of the data itself. Of course that may require a more functional way of doing things, in addition to a more complex GC. Fortunately, concurrent or realtime (not sure about both at the same time) GC algorithms have been studied and extensive descriptions can be found in freely available litterature.

      To return to the topic of threading, I think that most of us have a view of threading that is tainted by the way threads/processes are implemented in most OSes we use. Erlang threads, for example, scale much better than native threads, because they do less *but still enough*. This is games we're talking about here; I don't remember ever hearing of game dev who was afraid of shooting himself in the foot ;)

      Re latency, I'm not quite sure... Would an environment running at 30 fps with the graphics at 60 fps be really worse than both the environment and the graphics at 30 fps?

      --
      Try Corewar @ www.koth.org - rec.games.corewar
  35. Multi-Core game programming by Anonymous Coward · · Score: 1, Interesting

    If you look at it from a different angle, a lot of games already have very good multi-threaded support.

    Start with online multi-user games. Instead of a remote server hosting a game which 5 different users around the world connected to it, all 5 instances of the client software run on the same machine as the server. Now take the final step and convert 4 of those clients from user-controlled to computer-controlled AI.

    The beauty of this idea is that you're programming the single-user and multi-user game at the same time.

  36. Re:Here we go again.... by Foggerty · · Score: 0

    I'd love to mod you up, because yes, he is a programmer and graphics nut, who as far as I can tell, these days, leaves the game design largely up to other people. Somehow I think that he's come a long way from Commander Keen - engine development and game design can be now be totally removed from each other.

  37. Re:Looks pretty realistic to me by raventh1 · · Score: 1

    Who is this Anonymous Coward guy, and why does he insist on fighting with himself? Procedural Textures != Shaders. Shaders make use of both procedural textures and artist made textures. Shaders usually deform or change a target. Be it texture or verts.

  38. Re:Dual-core CPU not that easy to take advantage o by Anonymous Coward · · Score: 0

    "This is considerably more difficult than one would think. Games typically have to perform tasks in a particular order, for example (extremely simplified): get inputs, move player, move AI players, move other objects, check for collisions, update parameters, display the next frame, loop" - by fistynuts (457323) on Tuesday August 16, @06:27AM

    IF this is the way things occur in games?

    (waiting for the results of one variable to happen in order for the next variable result to occur?)

    Then, you are dead-on & I agree 110%.

    E.G. (simple example) ->

    A=B+C
    B=A+C

    B cannot get anything done, until A gets its result...

    Thus, putting A & B onto diff. threads is useless - the operations of both are not "parallelizeable" & blocking.

    Perhaps this is indicating (assuming you're correct on how things are in games, & the AI for monsters for example) there's a "problem" in the AI as its technology implementation stands right now?

    (E.G.-> Monsters AI being PURELY 'reactive' etc./et all is the "problem" & perhaps them being more "proactive" & less dependent on the user's input (& thus, their character's movements/actions) is the needed "correction" here).

    OR

    Perhaps, this indicates that the usage of threads has to be utilized possibly elsewhere in the game's engines.

    APK

  39. Re:Here we go again.... by Conor+Turton · · Score: 1

    Bought that 512MB graphics card to get all of the features you've paid for in Doom3? Have you even found one that you can buy?

    --
    Conor "You're not married,you haven't got a girlfriend and you've never seen Star Trek? Good Lord!" - Patrick Stewart
  40. Re:F7 for Spellcheck! by Weh · · Score: 0, Offtopic

    Agreed, it's a bit disrespectful to the ones that make this site (the readers/posters). Without readers/posters this site would be nothing.

  41. Well the gameplay by Mr.+Fazer · · Score: 1

    To quote Carmack "it's not about the magic source code that's there...It's about the execution". guess grafix companies should come should focus on physics acceleration in games rather than programmers spending hours creating procedural shaders. Personally, i'm more onto gameplay... will Q4 've better than Q3 & yea ofcourse the pandora's box (source code).. Maaa Preciouuuuuuus !! :-)

    --
    My favourite place : 127.0.0.1
  42. Re:Link crashes FireFox 1.0.6 by HighBit · · Score: 1

    it might be a badly written flash app that's killing your fox

  43. opengl by mdproctor · · Score: 1

    Shame he didn't mention whether he's still committed to opengl - with his move to the xbox it left me wondering. JC and ID are single handedly responsible for the still mass market appeal of opengl, lets hope it stays that way.

  44. Multithreading in Games by Anonymous Coward · · Score: 1, Insightful

    I think a good place to look for examples of how multithreading could be applied in a game is to the MMORPGs and other online "worlds". Most of these present a large world by placing a grid over the landscape and having each grid square run by a separate server. The servers then communicate with their neighbours for things such as object handover. If it can be done with completely separate computers then it stands to reason that it can be done with less overhead where there are multiple processors sharing the same data.

  45. Keynote Speech? Kenote! by ewe2 · · Score: 0

    Yeah Carmack's speech was a real ripper. Warms this old Aussie heart. Mate, I'd watch it again but I need another slab eh.

    --
    insecurity asks the wrong question irritation gives the wrong answer
  46. Re:Link crashes FireFox 1.0.6 by Roliverio · · Score: 1

    Same kernel,distro and FF version, no crash.

  47. Re:Here we go again.... by zoomba · · Score: 2, Interesting

    Dude, have you played ANY iD game since Quake 1? They're all tech demos for new engines, that's all they ever have been. Carmack has admitted on serveral occassions that he thinks story and such don't belong in games, that they're a waste of time and effort. iD does NOT make games, they make the next level of graphics engines.

    You spent over a thousand pounds for a system that would only run the game at 800x600? What did you do, crank AA and AF to max and set the detail level to "Ultra"? I played on Ultra with AA and AF set to a middle setting and I got a solid 25-30FPS on a machine that was a year old. Either you got ripped off by a retailer, or you don't know jack shit about what parts to buy.

    Your problem is you have your OWN head so far up your ass you aren't able to read/hear what Carmack himself is saying. If you did, you'd know they're about the engines and they let OTHER companies take the engines to make good games. Quake 4 is being done by Raven. Raven did amazing things with the Quake 3 engine in the Jedi Knight games, they're going to be the ones to take the new engine and turn it into an actual game.

    Thanks for trolling.

  48. what he meant by Anonymous Coward · · Score: 5, Insightful

    Although Mr.Carmack says physics in game engines isn't easily scalable for level of detail, there is ongoing research about this producing good results. I remember a video from last years SIGGRAPH that had hundreds of plastic chairs falling from the sky, and bouncing realistically. The important part was it employed a level-of-detail hierarchy for interacting parts (i.e. an object doesn't have much physical detail if you don't touch it), but it will be some time before we can see such techniques in real time games.

    I think you're misunderstanding his point. When he talks about level-of-detail, this has more to do with game design than with algorithms. What he's claiming is that detailed physics has much more of an effect on actual gameplay than detailed rending does, and that it's harder to write a game which graceful downgrades the player's physical interaction with the world. But a graceful downgrading is necessary for people who don't have a fancy physics-accelerating card.

    For example, you can take an older game and change its appearance by giving it higher resolution textures, more detailed meshes for the AI models etc., without having to redesign the actual gameplay. (e.g., the SHTUP and Rebirth mods for System Shock 2).

    These steps are independent of each other and independent of the rest of the game. They can simply be dropped in, or not. The point is that if it's that straightforward to take a game forward in technology, it's even easier to go in reverse. So the player can choose low texture detail, etc., and the game may look worse, but it will still play the same.

    The game physics on the other hand has historically been more closely connected to the way the player interacts with the world.. so it has a big effect on level design. If Half-Life 2 had a 'simple physics' option that would somehow revert the game physics to something equivalent to the physics in the original Half-Life (ignoring aside the difficulty in implementing such an option) then some areas would have to be substantially redesigned so that they would remain playable for people using the simple physics.

    This is of course what he means by peripheral elements "such as flowing water" being accelerated. But I have two criticisms of this.

    1) Yes, physics acceleration may affect mainly peripheral elements of the game. But in some ways, the same could be said about improved textures, filtering, etc. If it's done well, it can significantly improve the overall experience. If it's done poorly, the player will hardly notice.

    2) As long as it's an upgrade of the basic design, it will probably be okay to let it affect critical elements as well. E.g.: due to the engine upgrade in the port of Half-Life to the Source engine, movable crates and such have a more realistic response than in the original implementation. It's not a big improvement, since the levels were really designed with that in mind. But it doesn't hurt.

    For me, the real question is whether improved physics would really make a game more enjoyable. I think this depends more on graphics than on anything else. As objects are made to look more realistic, it becomes more satisfying for them to have real-seeming interactions.

    If graphics get much better, accelerated physics will be important. But if for some reason graphics tend to stabilize (due to the end of Moore's Law, long load times caused by slow disk access, or whatever), then the usefulness of improving game physics is more questionable.

    1. Re:what he meant by PlacidPundit · · Score: 1

      For me, the real question is whether improved physics would really make a game more enjoyable. I think this depends more on graphics than on anything else. As objects are made to look more realistic, it becomes more satisfying for them to have real-seeming interactions.

      I'm not sure that advanced physics must be tied to graphical realism though. Advanced physics engines could become part of the challenge of the game rather than an immersive feature.

    2. Re:what he meant by canozmen · · Score: 1

      I believe that a combination of game design mastery and clever algorithms will in the end decide the fate of physics in games. It really is a challenge, but remember the success of realistic sounds, then of realistic graphics in defining the gameplay of today. I don't understand how or why Mr.Carmack (of all people) can so easily downplay a similar trend.

    3. Re:what he meant by master_p · · Score: 1

      I don't think what Carmack described is truly important. It may be a minor problem for the first bunch of physics-accelerated games, but when we see the difference between accelerated and non-accelerated titles, we are immediately going to upgrade...just like we did when our jaw dropped on the floor when we saw the first graphics-accelerated game.

      The only thing that bothers me is that the PC will have a lot of expensive accelerators that will be unusable for any other computations. Why shouldn't the PC have a series of vector units that could be used for any math-intensive calculation, physics included?

    4. Re:what he meant by Anonymous Coward · · Score: 0
      I don't think what Carmack described is truly important. It may be a minor problem for the first bunch of physics-accelerated games, but when we see the difference between accelerated and non-accelerated titles, we are immediately going to upgrade...just like we did when our jaw dropped on the floor when we saw the first graphics-accelerated game.


      Nice idea, but the problem with this is that the PC gaming market is such a tiny percentage of the overall market that major developers and publishers aren't going to bother with PPUs until they're supported in consoles.
  49. Re:Here we go again.... by stupid_is · · Score: 1

    Go get 'er tiger. 2048 x 1536 @ 85 Hz. 250 quid bargain

    --
    -- Intelligence is soluble in alcohol
  50. Quake III source code's already available by ArcticCelt · · Score: 1, Informative
    Quake III source code's impending release

    It's already available since at least yesterday. QuakeIII source

    --

    Yahh, hiii haaaaa! -Major Kong, from Dr. Strangelove
  51. Re:Here we go again.... by Anonymous Coward · · Score: 0

    A FPS of 25-30 is not "solid" it's "pathetic". Maybe he was exagerating but:

    6 month old videocard = $400, new videocard = $500
    processor upgrade = $300
    motherboard to mount new processor = $100

  52. Re:Link crashes FireFox 1.0.6 by 1110110001 · · Score: 1

    Mine is crashing too - with Flashblock installed. It can't be a flash thing.

    b4n

  53. No! by Mr.+Underbridge · · Score: 1
    What GFX cards need to have in future is MOTION BLUR, above all. That is the single reason why the game intro videos look like real movies, while the game gfx still look like... well like game gfx. The lack of image processing circuits in todays gfx cards is the problem that needs to be fixed in future.

    Yeah, another "trick" that shitty programmers can overuse. Similar to image bloom, particle effects, and too much brown (see: Quake I, Deus Ex: IW). Keep your motion blur, thanks.

  54. Re:Here we go again.... by zoomba · · Score: 1

    It's solid for how high I had the settings cranked.

    Remember, performance is always relative when it comes to new graphics engines. They always require more power to get the same framerate or resolution than the previous generation did.

    You can't compare Doom 3 to the Unreal 2 engine or to the Quake 3 engine in terms of performance. It's apples and oranges.

  55. NASA and DoD not short an talent by AHumbleOpinion · · Score: 1, Redundant

    Is this a waste of a special and rare talent? Sadly, the answer is yes.

    No, there are many as talented and more talented people working for NASA and the DoD. Most of these people don't opt for video games and in other fields of programming you don't get "rockstar" press. You are merely looking at one of the bigger fish in a small pond.

    1. Re:NASA and DoD not short an talent by graphicsguy · · Score: 1

      Not such a small pond, really. In fact, the game market drives the development of 3D graphics cards for PCs, which are used by NASA, DoD, etc.

    2. Re:NASA and DoD not short an talent by AHumbleOpinion · · Score: 1

      No, it is a small pond. Compare the number of programmers doing games to those working in aerospace and defence. Also the flow of technology is not as simple as you suggest. Sometimes the PC crowd is commoditizing a technology that was formerly the exclusive domain of high end workstations, special purpose flight sims, etc. Read up on the origins of OpenGL.

    3. Re:NASA and DoD not short an talent by graphicsguy · · Score: 1

      Also the flow of technology is not as simple as you suggest. Sometimes the PC crowd is commoditizing a technology that was formerly the exclusive domain of high end workstations, special purpose flight sims, etc.

      Very true. Touche.

      Read up on the origins of OpenGL.

      No thanks. I was around for PHIGS, Iris GL, etc.

  56. Re:Quake III source code's already available by Anonymous Coward · · Score: 2, Informative

    It's already available since at least yesterday. QuakeIII source

    Uh, where?

    You do realise that "Game Source" means the game rules / mod source and not the Quake III engine source? Is there a Quake III download marked "Quake III Source (GPL)" yet like the other two?

  57. What about the memory issues of the new consoles? by Purifier · · Score: 2, Interesting

    256 MB RAM is definitely not enough for games with demand for such extreme graphics and realism (did he say physics?)!

    I doubt that the next generation games will look like movies; except for some graphic demos like the Unreal Engine 3.

    Here's an old quote from Tim Sweeney:

    "Off-the-shelf 32-bit Windows can only tractably access 2GB of user RAM per process. UT2003, which shipped in 2002, installed more than 2GB of data for the game, though at that time it was never all loaded into memory at once. It doesn't exactly take a leap of faith to see scenarios in 2005-2006 where a single game level or visible scene will require >2GB RAM at full detail."

    http://www.beyond3d.com/interviews/sweeneyue3/

    So let's wait and see how XBOX 360 and PS3 will fare...

  58. Re:Quake III source code's already available by cybrthng · · Score: 1

    Q3A 1.27g Game Source

            This is the combined source code for Quake III Arena and Quake III: Team Arena. It can be used to build the 1.27g point release or the Team Arena release. It contains buildable project files and all related game source code as well as prebuilt tool executables.

    2.2MB Win32

    Doesn't say GPL, but it looks like the source to the game

  59. Re:Quake III source code's already available by domipheus · · Score: 1

    This is the game source, not the engine source - which is what we are waiting for.

  60. Re:Here we go again.... by Tim+Browse · · Score: 5, Funny
    Personally I think Carmack is so far up his own arse that he can't see daylight anymore AND WE'RE PAYING FOR HIS INDULGENCE.

    If only there was some way for you to be able to decide not to buy Carmack's games.

    But I guess that's just impossible.

  61. not very realistic.... by Anonymous Coward · · Score: 0

    Procedural textures are so last century. Do you have a shrine to Perlin?

  62. Re:Quake III source code's already available by Anonymous Coward · · Score: 0

    Doesn't say GPL, but it looks like the source to the game

    Game, yes. Engine, NO.

    Like I said: this is the source for mod developers. It contains the source for the server side game environment rules, the corresponding client side component of that and the logic for the menu UI. It does not contain any of the graphics engine code. It does not contain any of the AI code.

    As you'll see here, "game source" was released back in 2000.

  63. Re:Dual-core CPU not that easy to take advantage o by LurkerXXX · · Score: 1
    He's not the only major player who thinks that.

    Check out Gabe Newell's comments (One of the key developers of Half-Life 2). He also thinks multi-core/cpu machines aren't going to be bringing a lot extra to the table for game machines for some time.

    When Newell and Carmack, the lead developers of the two hottest game engines out there, agree on this point, you realize we might not be taking that leap forward in gaming that we all thought we were going to.

  64. Kenote? by Arivia · · Score: 2, Funny

    Is this the KDE project's competitor to Microsoft OneNote or something?

    --
    The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
  65. XBox 360 or Playstation 3? by eebra82 · · Score: 0, Offtopic

    If you guys had to pick one today, which would it be? Personally I've never liked XBox that much, and the games lineup for Playstation 3 is superior to XBox.

    1. Re:XBox 360 or Playstation 3? by Zed2K · · Score: 1

      You can't pick either one. Neither actually exist yet. Ask again when they hit the shelves or have a firm release date.

      Thats like asking if you'd like the flying car or the personal rocket.

    2. Re:XBox 360 or Playstation 3? by Anonymous Coward · · Score: 0

      DUH! A flying car of course.

    3. Re:XBox 360 or Playstation 3? by RoadDoggFL · · Score: 1

      Wait, what kind of rocket?

      --
      "This is considered plagiarism."
  66. Re:Spent! by gl4ss · · Score: 2, Interesting

    dunno. doom was one excellent game and quake was fun online.

    --
    world was created 5 seconds before this post as it is.
  67. Re:Here we go again.... by Anonymous Coward · · Score: 0

    Save that the Jedi Knight games had some of the most tedious, unimaginative, cut and paste level design I've ever seen in a video game (just like every ID single player game since Quake 2 then...) And if Doom 3 is only a tech Demo rather than any sort of attempt at a game and if, as you say, Id does not make games can I please have the £35 I paid for Doom 3 back. Because it definitely claims to be a game on the packaging and that's misrepresentation

  68. Every time Carmack speaks.... by El+Camino+SS · · Score: 1


      irst and foremost on that list was full virtualization of texture mapping in graphics hardware. Carmack decried the "fallacy" that "procedural synthesis will be worth a damn," arguing that programmers spending hours creating procedural shaders isn't the best way forward. Instead, he said, tools should unleash artists. He called the current tiled texture analogy a crude form of compression, and argued that true unique texturing in graphics would be a massive leap in visual fidelity over current practices. To that end, Carmack asked for virtual page tables in graphics hardware with 64-bit addressing.

        Damn. Could someone give me some Cliff's notes on this?

        'Ol Corky here just can't handle it.

    1. Re:Every time Carmack speaks.... by blincoln · · Score: 1

      It sounds to me like he wants the engine to be able to say "okay, here's the textures for this level," but specify a "stack" of texture sets, with each one slightly different, so that when rendering ten trees, it cycles through that texture in the stack and they all have different leaf patterns or whatever.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
  69. Re:What about the memory issues of the new console by stinerman · · Score: 1

    It doesn't exactly take a leap of faith to see scenarios in 2005-2006 where a single game level or visible scene will require >2GB RAM at full detail.

    I've heard from plenty of people that you do need at least 2GB of RAM free for BF2 to be playable at the highest settings.

  70. Physics Acceleration by iolaus · · Score: 1

    It really saddens me to see John Carmack nay-saying a bit about physics acceleration in games. Apparently, he conceeded he's a graphics guy and is afraid the bar is going to be set too high with physics but I think that is a huge cop-out. Just because something isn't your area of expertise you're going to spread FUD about how it might make games unstable and about how it might not be used correctly in games and how the first generation of hardware might cause problems? That is just plain weak. In my mind, the time of graphics has long since passed. I could (and would) be perfectly happy with the level of graphic detail acheieved in current games forever. I am much much much more interested in seeing game physics improve. Eye candy is neat but gets old very quickly. Realistic physics beget emergant gameplay. This idea is exemplified by Half-Life 2 which is one of the most interesting, immersive, and replayable games I've ever experienced. And no game is a better example of how boring amazing graphics can be than Doom3! I think John Carmack might want to re-examine his viewpoint and start stepping into the uncharted (for him) water of game physics or I stronly believe he's going to get left behind.

    --
    I find laziness to be an excellent motivator.
    1. Re:Physics Acceleration by PlacidPundit · · Score: 1

      OK, what happens when somebody doesn't have the juice to run a realtime physics engine? With rendering, they can turn down level of detail, bit depth, and so on. They can still interact with other players in an online environment. But reducing physics detail drastically unbalances the playing field for competitors with different hardware.

  71. Re:Here we go again.... by theantipop · · Score: 1

    I won't mention that a 6800GT would run the game at 1600x1200 with Ultra quality and fairly high framerates. We'll forget about all those cards that can do exactly what you said and complain about the 2mb onboard video in my parents computer. OMG IT WON'T RUN DOOM3!!!!!

  72. Einstein disagrees with you by Anonymous Coward · · Score: 0

    he said that if he knew what atomic theory would be used for ahead of time, he would have become a shoemaker instead.

  73. Re:Spent! by Jumpin'+Jon · · Score: 1

    Carmack doesn't deisgn games, he makes engines. Doom and Quake are tech demos for whatever his latest engine is.

    But, does Carmack pass the engine to the design team with a small note that reads: P.S: It works best when you make everything Brown?

  74. Re:Dual-core CPU not that easy to take advantage o by Patrik_AKA_RedX · · Score: 1

    Multithreading could do away with loading screens. If the player approaches the end of the level, the other thread could start loading the data for the next level. Imagine huge worlds that are full of detail, uninterrupted by pesky loading screens.

  75. Re:Dual-core CPU not that easy to take advantage o by Anonymous Coward · · Score: 0
    They said the same thing when Windows came out, everyone was using extenders, writing DOS games that took over the hardware. You have to do things differently, that probably means that some of the stock code many of these guys have in their toolbags will need to be redone.


    I completely respect John Carmack, he's changed the game industry. That said, looking at Doom3 compared to HL2 and then (not that long after Doom3 came out, relatively speaking, a year?) FEAR which is dramatically better in every way and makes it look like it's a lot more than a year better, I think John is losing his step a little. You will need to use different tricks to multiprocess, you'll need to do things differently. Yep, it's hard if you start from scratch.


    I think once you get things rolling, it'll make stuff a lot easier.

  76. Re:Quake III source code's already available by justins · · Score: 1

    Game source != Engine source

    --
    Now before I get modded down, I be to remind whoever might read this that what I am saying is FACT. - bogaboga
  77. Re:Here we go again.... by chrisbro · · Score: 1

    Thank you. Thank you, thank you, thank you. Vote with your dollars, people. I know the grandparent was a troll, but still...people just come off as idiots when they get enraged about some product that's still their choice to buy or not.

    I'm being redundant, but still. Mad props.

  78. Re:Dual-core CPU not that easy to take advantage o by cnettel · · Score: 1

    Until you realize that this would require twice the workset, trash cache locality and hog the graphics bus. It will not be a free operation.

  79. Kenote? Fascinating... by Anonymous Coward · · Score: 0

    I had no idea Jon Carmack knew so much about the symphony. But what does he think about computer games?

  80. Re:Dual-core CPU not that easy to take advantage o by Anonymous Coward · · Score: 2, Interesting

    Thread 3-100: AI Threads
          1. Read viewable universe state


    I think that would introduce all of the issues multiplayer games have with network lag right into the game engine. If the AI characters aren't all working from the same data set (because it's changing while they're "thinking,") you're bound to have some pretty weird and difficult-to-debug timing issues. Even simple single-threaded code has a lot of wacky and unpredictable timing behavior on a PC, compared to actual real-time systems or purpose-built gaming consoles. This would make those timing issues much, much worse.

    Carmack is a very smart guy. He addressed this sort of issue publicly in his finger journals (back before anyone said "blog") when he was trying to develop a version of Quake III that took advantage of multiple processors. Certain things in a game loop just have to be synchronized, and that causes bottlenecks that multiple processors can't help with.

    If it were possible to write explicitly parallel code for dual-core CPUs, that could be a very different story. But it would also negate the advantage dual-core is supposed to provide, so the heck with it.

  81. YAY, Quake 3 source code by jonwil · · Score: 1

    I wonder just what will be included...
    Will it include the source code to Q3 Arena and Q3 Team Arena?
    Will it include the ports to other platforms? (i.e. linux, mac)
    Will this release mean that other Quake 3 engine games can go Open Source too? (e.g. Return To Castle Wolfienstien, Enemy Territory etc)

    1. Re:YAY, Quake 3 source code by Anonymous Coward · · Score: 0

      It means you can compile the code to do anything you want.

      All of it is now open source.

      However the game engine isn't. You still have to buy the game for the artwork. It doesn't stop people from making their own games with it, of course.

  82. Re:Spent! by VoiceOfRaisin · · Score: 1

    Id (id? iD?) Software

    since you asked, its "id"
    a long time ago they spelled it "Id"

    they have NEVER EVER spelled it "iD"
    (got that people? stop spelling it that way)

  83. Re:Carmack slates Apple by Anonymous Coward · · Score: 0

    Piece of Shit sounds about right... ;)

  84. Re:Dual-core CPU not that easy to take advantage o by Chosen+Reject · · Score: 1
    When Newell and Carmack, the lead developers of the two hottest game engines out there, agree on this point, you realize we might not be taking that leap forward in gaming that we all thought we were going to.

    Tim Sweeney would also agree. That makes the the lead developers for the top three game engines.

    --
    Stop Global Warming!
    Just say no to irreversible processes!
  85. Re:Dual-core CPU not that easy to take advantage o by bdcrazy · · Score: 1

    World of warcraft does this for large portions of its world. Dungeon Siege also does this fairly well.

    --
    Tonights forecast: Dark. Continued dark throughout most of the evening, with some widely-scattered light towards morning
  86. Good! by dazedNconfuzed · · Score: 1

    "Strange how much human accomplishment and progress comes from contemplation of the irrelevant."
    - Scott Kim

    --
    Can we get a "-1 Wrong" moderation option?
  87. Re:WTF? No mention of Nintendo? by phxbadash · · Score: 2, Insightful

    Pssst...nobody has dev kits for the nintendo revolution yet so it will be pretty hard to comment on how good/bad it is.

  88. AC has one fact wrong.... by Khyber · · Score: 2, Informative

    Jon is the legendary programmer of such classic PC games as Wolfenstein, Doom, Duke nukem 3d,

    Ken Silverman created the Build engine for Duke Nukem 3D, not Carmack. In fact, Carmack has never worked for 3D Realms.

    Just a minor detail, everything else I can't speak about.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    1. Re:AC has one fact wrong.... by Anonymous Coward · · Score: 0

      He was deliberately trying to achieve an ignorant sensationalist tone, emulating the mainstream media to humorous effect.

    2. Re:AC has one fact wrong.... by Anonymous Coward · · Score: 0

      Two facts wrong, actually.

      Unreal wasnt made by him either, made by tim sweeney

    3. Re:AC has one fact wrong.... by Anonymous Coward · · Score: 0

      You have Vulcan Death Gripped teh correct

  89. Re:Dual-core CPU not that easy to take advantage o by Tomster · · Score: 1

    I'm not a game programmer, but I do a lot of multi-threaded development. In multi-threading you when you need to guarantee that things happen in a particular order, you use a specific multi-threading technique such as a semaphore. Without these techniques, thread-1 can get more CPU time than thread-2. So multi-threading adds logic complexity and overhead.

    In some multi-threaded systems, each thread can act independently of all other threads. It doesn't matter whether thread-1 gets ahead of thread-2. In a game, there are dependencies because everything is time-synchronized. Each thread, though scheduled independently by the OS, must be in synchronization with the "game clock".

    Further, there may be data dependencies between threads. To use the parent's example, the AI thread has to decide where the orc is going to be before the render thread can draw it. And both threads need to be synchronized to the game clock so that the orc doesn't suddenly look like it's taken a potion of haste (or slow).

    My supposition is that at the present time it is easier to single-thread games based on performance as well as logic simplicity. As multi-core processors become prevalent, it will become advantageous from a performance perspective to use multiple threads to utilize these CPUs. That point is where the "cost" of increased logic complexity and thread synchronization is outweighed by the increased gameplay value.

  90. The only GOOD thing that DARPA did... by DaedalusHKX · · Score: 1

    was to RELEASE the internet to the public and let them sort it out. Otherwise it would've remained a way for four star generals to download college dorm porn :)

    Honestly though, if they had held onto it, it would've remained nothing, give them credit for handing it off to people who come up with new things, instead of the military, who come up with ways to kill innocent (and occasionally the guilty) people in this world.

    --
    " What luck for rulers that men do not think" - Adolf Hitler
  91. interesting by erwincoumans · · Score: 1

    Good point. A physics driver could be build, that is compatible with the open source license, similar to an opengl / directx driver. But I agree, that should be sorted.

  92. oh my god! by minus_273 · · Score: 1

    Oh My God!
    They're Not Even Human!

    --
    The war with islam is a war on the beast
    The war on terror is a war for peace
  93. Re:Link crashes FireFox 1.0.6 by DarkDigger · · Score: 1

    Crashes for me too on Fedora with Firefox 1.0.6. It's not a kernel/linux error. It's firefox. I can reproduce the same behavior on my Powerbook with 1.0.6. I filed a bug (Bug 304731) yesterday on this because it was crashing on another link from a slashdot posting yesterday as well (http://bluesecurity.com/community/gallery.asp). However, they closed the bug because the crash doesn't occur in Deer Park (next version of Firefox).

    Best,
    Arash

  94. Re:Response by Tuna_Shooter · · Score: 0

    You my poor befuddled friend is what we call a classic buffoon. You have a very distorted view of the current world and an even more distorted view of what the world should be. Go hide in your hole with the rest of your genetically crippled cretins.

    --
    *--- Sometimes a majority only means that all the fools are on the same side. ---*
  95. Motion blur is bad by 2008 · · Score: 1

    Games and displays should just push the framerate higher - any "motion blur" will then be due to your eyes not keeping up. The real world does not have motion blur. Movies do, because they're shot at a crappy 25 fps, and because each frame is exposed for a significant number of milliseconds - game graphics can be a lot better than the movies in this respect, although realtime rendering will never be as detailed as prerendering.

    --
    I quit!
    1. Re:Motion blur is bad by Synli · · Score: 1

      > The real world does not have motion blur.

      You are very wrong. Brain and eyes DO create motion blur effect. It is games gfx that looks unnatural.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    2. Re:Motion blur is bad by cnettel · · Score: 1

      You're watching your screen with something different from your eyes? (Why do you expect that the brain and eyes wouldn't perceive motion blur in an artificial image?)

    3. Re:Motion blur is bad by Synli · · Score: 1

      Have you ever noticed that a car or train going very fast nearby you looks *blurred*? Ever wondered why that is?

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    4. Re:Motion blur is bad by 2008 · · Score: 1

      It's because of your eyes, not because real objects actually blur when they move fast. You watch a computer screen with those same eyes.
      Real objects don't motion blur, so computer graphics don't need to either.

      --
      I quit!
    5. Re:Motion blur is bad by Synli · · Score: 1

      > It's because of your eyes, not because real
      > objects actually blur when they move fast.

      Eh? Did I say the object blurred? I said that your brain and eyes create the effect. Read more carefully dude.

      If you wave your hand very quickly in front of your eyes, you will see the effect called motion blur. Do you get it? That's why motion blur is a REALISTIC effect and that's why games gfx are NOT realistic when they dont have motion blur.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    6. Re:Motion blur is bad by 2008 · · Score: 1

      "Read more carefully"... I said your eyes create the effect in every post so far. We agree on that.

      Wave something in front of your face and it will blur, yes. Load up UT2004 or BF2. Look straight up. Have someone fly a plane fast, directly over your head. It will blur, assuming you are getting a decent framerate.

      You don't need to add any extra blur to computer games because your eyes already do it.

      --
      I quit!
    7. Re:Motion blur is bad by Synli · · Score: 1

      > Load up UT2004 or BF2. Look straight up. Have
      > someone fly a plane fast, directly over your
      > head. It will blur,

      I don't know UT. But I know HL2, D3, Far Cry, etc.
        None of them has motion blur. To get an idea what I am talking about, look at the intro video sequences that are included with every mainstream game. They are rendered by raytracing software and they all have motion blur. That's why they look so REAL (unlike games, which do NOT look real at all).

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
    8. Re:Motion blur is bad by Peeteriz · · Score: 1

      If you want to see motion blur when looking at pictures changing 25 times per second, then each frame needs to be motion blurred (the movie way).
      However, if you have pictures changing at several hundred fps, then each frame can be rendered as usual, and your eyes will perceive the motion blur anyway (as they do when looking at fast real objects).

      Increasing the FPS might be done simpler and cheaper than creating that blur artificially.

    9. Re:Motion blur is bad by Synli · · Score: 1

      > eyes will perceive the motion blur anyway

      Again, and again. This is a wrong assumption. There will be no motion blur in gfx unless they specifically add it. Again THERE IS NO MOTION BLUR neither in the way it is perceived neither in the way it rendered.

      It would have to be millions frames rendered per second for it to be perceived as blurred.

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
  96. Re:Dual-core CPU not that easy to take advantage o by blincoln · · Score: 1

    Soul Reaver did that back in 1999. IIRC, Morrowind does as well.

    --
    "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
  97. Re:Here we go again.... by Anonymous Coward · · Score: 0

    'You spent over a thousand pounds for a system that would only run the game at 800x600? What did you do, crank AA and AF to max and set the detail level to "Ultra"? I played on Ultra with AA and AF set to a middle setting and I got a solid 25-30FPS on a machine that was a year old. Either you got ripped off by a retailer, or you don't know jack shit about what parts to buy.'

    Most certainly the latter.

  98. full transcript by Anonymous Coward · · Score: 1, Informative

    Full transcript courtesy of some poor schlub on Beyond3d.

  99. Re:Dual-core CPU not that easy to take advantage o by 0xABADC0DA · · Score: 2, Insightful

    Yes but can you image coding that in C? It would be a freakin' nightmare. I think that's John's real problem with threads and multi-core systems. It's probably why he's also down on ps3... for that you basically have to write small independent modules that work well in parallel; it's kinda the origami mindset... a Japanese developer might develop a beautiful, self-contained, self-directed NCP for ps3 whereas John's western mindset would make a page of AI code that gets everything sorta-ok.

    What's needed for next-gen game programming is something like Java, where threads and game logic is ridiculously simple, but with the ability to micro-manage time slices and data formats. AFAIK a language like that doesn't exist yet. What's clear to me though is that if we start getting 4+ cpu machines game programming will be done in something besides C and C++, whatever that may be.

  100. Re:Dual-core CPU not that easy to take advantage o by el_womble · · Score: 1

    You are right of course... I'm not as bright as Carmack, and I'm sure he's spent ALOT longer thinking about this than me.

    The most obvious problem with my solution is to think of it like a Games Workshop game. There has to be some sort of turn basis, otherwise the winner is the one who can role the dice fastest.

    But taking that metaphire further, there are no idle cycles in a games workshop style game. Even though only one player can update the universe at a time, everybody else is crunching numbers, trying to figure out a stratergy. A succesful player is one whos stratergy can adapt to the changing games state, rather than having to constantly have to rethink their stratergy with every move. In that sense we could update my AI thread thus:

    Thread 3-100:
    do{
      do{
        if(universe.updated)
              {get viewable universe}
        refine statergy;
      }while(hasToken == false); //token represents recieveing dice
      publish action;
      recieve reaction;
      update state;
      pass token;
    }while(true);

    This removes a lot of the race conditions, as only one NPC can update the universe at a time, the rest are just reading. If the changes to the universe between each pass of the token are small (this should be a fair assumption as you would expect one cycle of token passing per frame) then a little inaccuracy between the universe read and 'reality' should be expected - we all blink don't we?

    --
    Scared of flying, pointy things snce 1979!
  101. bullshit by Anonymous Coward · · Score: 0

    the pentium introduced the cmpxchng instruction. its used for doing synchronised atomic things. i belive simcity of the day used it for simulating huge (haha well relatively huge) cities with lots of threads so this is nothing new. its been done for freakn years.

    just keep believing microsofts story for not supporting multiprocessor systems. unless you want to pay 5 figures for a "Server" hahaha fools Linux supports hyperthreading just fine in my pentium 4 mhaahaaa the latest ntpl threading lib supports starting like 200k threads in like 2 sec on a normal pentium4 and and stopping them. and on anything from a uniproc to a smp i can do syncing in all my progies with futex's. eg drag vol in mixer and watch it simultaneously move in all other programs visually as the programs use a futex to atomically syncronise volume level. or say a file changes size as its being copied and it grows, you can just watch the size below the icon, as it ticks up smoothly. all without needing to poll inefficiently. mwhhaaahaaa windos will be assimilateed

    1. Re:bullshit by Anonymous Coward · · Score: 0
      the pentium introduced the cmpxchng instruction.

      It's not that the hardware isn't capable of doing what is required; it's that threading issues are fundementally difficult for the average human's brain to understand. As is perhaps ironically illustrated by the fact that it's the algorithm proposed that is the real problem in this case.

  102. Re:Spent! by BiggerBoat · · Score: 1

    Yes, thank you! Why is this so hard to get right? (Though there was a time they spelled it "ID," as seen in the Wolfenstein 3d logo: http://www.d73online.co.uk/guy/art/wolftitle.gif)

    And while we're at it, their name IS NOT pronounced "eye-dee." It rhymes with "kid."

    Don't get me started on "gibs."

  103. Re:Dual-core CPU not that easy to take advantage o by el_womble · · Score: 1

    Definately. One of the first things you realise when you start concurrent programming is that 100% CPU usage is not possible. There are too many other bottlenecks. This really hurts the C/Assembler programmers mind set, but opens up spare cycles for a runtime based language like Java and .Net - although these are terrible languages for game prgramming.

    Could this be the age of LISP or Haskel? Everytime I sit down and think about a language that could easily be handled by multicores I start designing LISP. (Those who don't know LISP are doomed to reinvent it). Clearly, the current runtime isn't there, but the language itself probably is - a few OpenGL modules?

    --
    Scared of flying, pointy things snce 1979!
  104. VIRUS INFECTED by Anonymous Coward · · Score: 0

    do not download.

  105. Re:WTF? No mention of Nintendo? by Windsinger · · Score: 1

    Revolution was already deemed a failure by the general, big publishing and development companies, which is why it was announced that most of said companies aren't bothering to develop for it. (Search slashdot for that article, I'm too lazy).

  106. Re:Spent! by nullgel · · Score: 2, Funny

    Oh good. So Carmack ISN'T the one obsessed with satanism. It's someone else at Id. For a longest time, I figured he sold his soul to be the great coder that he is.

  107. Re:Dual-core CPU not that easy to take advantage o by Anonymous Coward · · Score: 0
    Yes but can you image coding that in C? It would be a freakin' nightmare.

    What's so hard about it? I've done threaded Win32 code in C and C++, and multitasking embedded real-time stuff in C. To be brutally honest, if I can do it, it can't be that hard.

    There's nothing about C or C++ that makes threading tricky - it's the nature of threading itself that is tricky. It's not possible to predict exactly what order threaded code gets executed in. That can lead to timing bugs that are nearly impossible to reproduce, let alone find and fix. And that's true no matter what language you're using.

  108. Re:Here we go again.... by Morinaga · · Score: 2, Informative
    To quote id:

    "In Ultra quality, we load each texture; diffuse, specular, normal map at full resolution with no compression. In a typical DOOM 3 level, this can hover around a whopping 500MB of texture data. This will run on current hardware but obviously we cannot fit 500MB of texture data onto a 256MB card and the amount of texture data referenced in a give scene per frame ( 60 times a second ) can easily be 50MB+. This can cause some choppiness as a lot of memory bandwidth is being consumed. It does however look fantastic and it is certainly playable on high end systems but due to the hitching that can occur we chose to require a 512MB Video card before setting this automatically.

    High quality uses compression ( DXT1,3,5 ) for specular and diffuse and no compression for normal maps. This looks very very close to Ultra quality but the compression does cause some loss."

    The other option to keep some armchair graphics guru's obliviously quiet was to just never offer this ultra option, instead just compressing some lighting effects and no one would notice. BUT, because id does put a graphics setting in the options that people can see and it's called, "ultra" they are convinced they are missing something and spew their expert opions on how unreasonable id is.

    In response id and companies like them can market themselves better. First, simply don't tell you about the compression of certin aspects of the graphics engine and give you an option that's called Super Ultra Mega Fantastic Quality. The lesson here is don't give more options but give less. Market your target audience with feel good language so they percieve a higher level of satisfaction instead of a percieved underachievement of some graphical utopia they can never quantify anyway.

    Me? I'll take more options and disclosure rather than a marketing feel good approach.

  109. Re:Spent! by Truekaiser · · Score: 1

    it's the same with half life two
    it was not a game but a tech demo to intrest other companys to use both their source engine and steam(ing pile of drm spyware crap)

  110. Re:Dual-core CPU not that easy to take advantage o by Anonymous Coward · · Score: 1, Interesting
    If the changes to the universe between each pass of the token are small (this should be a fair assumption as you would expect one cycle of token passing per frame) then a little inaccuracy between the universe read and 'reality' should be expected - we all blink don't we?

    This approach might work for some games, but it's definitely problematic for others. Consider that the accuracy of each AI's decisions about the world around them is going to be proportional to the number of AIs in it, both because the world will be changing more when there are more AIs, and because each AI will get fewer chances to refine_strategy() when there are many of them. That could lead to some truly freaky positive feedback loops in a game like Doom or GTA, where NPCs fight with each other. Everything might be hunky-dory up until a certain AI count threshhold, at which point the NPCs can't target each other accurately anymore. If more NPCs are being generated automatically, you're headed for a meltdown.

    And since PCs don't all have equal amounts of CPU horsepower / memory bandwidth / etc, the meltdown threshhold would vary from one system to another. Apparent intelligence of NPCs might also vary with their quantity and with the system's speed. It seems unlikely that any particular game's design would call for such behavior.

    It would probably be more efficient, more deterministic, and possibly simpler to debug, to use just N threads, where N is the number of CPU cores available - in modern systems, it would be 1 or 2. Each thread grabs the next unprocessed AI from a list, processes it (calls AICharacter.Think() or whatever), marks the AI as processed, and stores the result in a seprate copy of the world data. Once all AIs are processed, you make the new world data copy the current copy and go on to collision detection or what-have-you. Nothing would be wasted on context switches. The code would work fine on any number of CPU cores, but be faster on more. Only a few pretty trivial deadlocks/race-conditions to worry about.

  111. In a FPS you don't track things with your eyes by moultano · · Score: 1

    You track them with your mouse. In order for moving the mouse around to look realistic, you need motion blur.

  112. Re:Dual-core CPU not that easy to take advantage o by Some_Llama · · Score: 1

    "Right now games like DOOM3 typically only display a few NPC's at the same time because of the timing problem."

    Um, i don't believe that is why Doom3 has so few enemies at a time... The AI isn't that spectacular and companies like Croteam have games with 100s of enemies on screen with just as good AI implemented...

    "Strategy games with complicated pathfinding with hundreds of units on-screen like Warcraft 3 or Age of Mythology would profit enormously, if programmed for multithreading."

    This I could believe... I often play WC3 on my lan with my kids, we play custom maps like ones where you can churn out units without regard to unit cap or resources...

    When the map fills up with units you can actually see the lag in between ordering units and when the cpu gets around to actualy pathing them and moving them... if we had a seperate CPU to do this while the main CPU worked on the mathematics of hit calculations, buffs, armor, etc... then I would expect to see up to 1000 or more units moving in real time in regards to response against given commands...

  113. Re:Link crashes FireFox 1.0.6 by Anonymous Coward · · Score: 0

    No problem here, I think the cause of the problem is Linux, install a much superior OS linux Windows and you will not have this problem.

  114. Re:What about the memory issues of the new console by RoadDoggFL · · Score: 1

    "256 MB RAM is definitely not enough for games with demand for such extreme graphics and realism (did he say physics?)!"

    Huh? http://en.wikipedia.org/wiki/Xbox_360#Memory/

    --
    "This is considered plagiarism."
  115. Re:Quake III source code's already available by Anonymous Coward · · Score: 0

    It's already available since at least yesterday

    The most recent Q3 game source from this page is file "Q3A 1.27g Game Source" and it has been available since 10/21/2002 . And there are no Q3 engine source available yet.

    Yesterday? What you call yesterday is still the future for the rest of us. Hey, can't you do me a favor and check the lottery results published on your yesterday's newspaper?

  116. Re:Dual-core CPU not that easy to take advantage o by SnprBoB86 · · Score: 1

    DirectX simply solves a lot of this problem.

    Direct3D's DrawPrimative calls, for example, execute asyncronously. They can be handeled by an additional processor. By simply creating a single threaded application, you can take advantage of a second CPU to feed your GPU where the actual rasterizing takes place. You achieve a pretty decent parallelism with little to no added effort.

    Similar API tricker can be (or maybe already is) done with DirectSound and the like.

    --
    http://brandonbloom.name
  117. Re:Dual-core CPU not that easy to take advantage o by dasunt · · Score: 1

    I don't pretend to be an expert, but I am coding a simple network game.

    The other day, I asked about what is the best way to free up the CPU for other tasks when my main game loop had accomplished everything and had no inputs to wait on until the next game redraw cycle.

    The response I had was "if you free up CPU resources for the processor, the scheduler may take it as a sign to devote less resources for the game."

    Dunno if its true or not, but if it is, perhaps that's part of the reason why games don't yield to other processes.

  118. Re:WTF? No mention of Nintendo? by Anonymous Coward · · Score: 0

    >Revolution was already deemed a failure by the general, big publishing and development companies, which is why it was announced that most of said companies aren't bothering to develop for it.

    Good. That means that only good companies will bring out games on the Revolution.

    I don't want general, big-company-made games. They're all graphics, effects, gore and sex without any substance, playability, storyline, content and pure gaming fun.

  119. What about lighting? by master_p · · Score: 1

    One of the problems with graphics is that there is no proper lighting/shading. Doom 3 makes an effort to present a good lighting result, but all other games miserably fail. No matter how realistic the physics are, it is the actual casting of shadows that determines the perceived realism of a 3d scene.

    1. Re:What about lighting? by cr0sh · · Score: 1

      This is very true - back in the mid-1990's, something that was discovered about visual perception and immersion in VR environments was that stereoscopic depth cues from an HMD wasn't as important for determining depth (and thus improving immersion) as for other factors, one of which was proper shadow placement. It is interesting to hear that this is still an issue for games (I am not a big game player)...

      --
      Reason is the Path to God - Anon
  120. Imagine by Lagged2Death · · Score: 1

    MDK2 did this, around 1998 or so. It seemed to have an impact on level design, though - the loading always happened in the middle of a longish winding tunnel, from which the player could not see either the area he was leaving or the new area he was approaching.

    That was clever, but obviously it's got implications. It's necessary (through plot contriavance, level design contriavance, or otherwise) to ensure that the player couldn't outrun the loading, for example. In an FPS type game, that could put a sort of speed limit on the player, which could cramp the style of the level developers or mod developers. You can see why that sort of thing might be a deal-breaker for something like HL2.

  121. Re:Dual-core CPU not that easy to take advantage o by statusbar · · Score: 1

    LISP is already being used for videogames on the ps2 very successfully, in very well written, fun games:

    Naughty Dog and LISP

    --jeff++

    --
    ipv6 is my vpn
  122. Or you could do it like I did my video codec. by Gldm · · Score: 1

    It's just a matter of the right design. For example:

    1. A dynamic array of all active objects in the game.

    2. An object processor class that gets object pointers from the list in a critical section (i.e. locked) state, then unlocks and processes.

    Using this system, what happens is you spawn multiple threads that run object processors. Each processor locks access to the queue when it goes to get a pointer, grabs the next object on the list, and updates the index to the position in queue, then releases the lock and goes and does its thing. This way, no two threads grab the same object at the same time for processing.

    Now, how about multiple kinds of processes i.e. Input, AI, Physics, Rendering?

    Not a problem as long as you maintain the objects in an "always valid" state. I.e. you do collision detection after move but before returning the object. They don't even have to run at the same frequency, your AI can run at 10hz while your renderer runs at 60hz.

    So, you spawn an input processor that delivers inputs to the objects. Your player and master AI both feed this process with targeted commands that are delivered to the objects in the same way. Your move processor handles movement and collision detection or flags objects for another processor. Your physics does the same, your renderer also does the same, etc. As long as you're doing a full traverse of the game world, and nothing is left in an invalid state, everything should be fine. You only need to perform locking for processors of the same type, ex: if a move processor has a locked object, the renderer doesn't care, it can read the current state and draw it before the copy is modified on return. As long as the previous state when the move thread took the pointer was valid, it should be fine. A bit complicated, but doable.

    Here's the fun part: It's asynchronous. Spawn 2 threads on the CPU and 1 on the GPU. Asymmetric multiprocessing. Think it'll screw things up? Order of return doesn't matter here, it's first come first serve, so if the GPU thread is 4x faster, it can just grab objects 4x as often. As long as your algorithms return identical results it doesn't matter who does the job.

    Of course in a game, not all objects update all the time. If you were using a physics driven system, what you'd want to do is have a vector queue instead. Then grab the kinetic vectors and apply them to the respective objects, check for collision and if so update the existing vectors and then spawn new vector objects into the queue as motion transfers. Cull out vectors below a certain magnitude as "residual noise". Put in friction and the system will keep itself manageable by dropping vectors as they become less significant.

    I can't wait to build a physics engine running on this design, but I'm still developing my skills for a project of that magnitude.

    --

    Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!

    1. Re:Or you could do it like I did my video codec. by TrancePhreak · · Score: 1

      Unless you copy that data from the lock too, you're liable to get a big crash. As even just accessing the data that could be changing (or being deleted) could cause you big headaches. So you have to lock while working on that data and unlock when finished.

      --

      -]Phreak Out[-
  123. In case you missed it. by Gldm · · Score: 1

    http://games.slashdot.org/article.pl?sid=05/08/11/ 2019242&from=rss

    Have a look there, lots of nice motion blur.

    --

    Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!

    1. Re:In case you missed it. by Synli · · Score: 1

      Thanks so much for the link! Now all you trolls out there go there and take a look WHAT A DIFFERENCE motion blur makes. (And shut up finally.)

      --
      "Two things inspire me to awe -- the starry heavens above and the moral universe within." - Albert Einstein
  124. Primary development on XBox360? by Trogre · · Score: 1

    So is Carmack using some OpenGL driver on the XBox360, or has he finally been bought out by the Direct3D crowd?

    If the latter, then we've lost one of the last true cross-platform 3D game developers.

    --
    "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
  125. Re:Dual-core CPU not that easy to take advantage o by doc+modulo · · Score: 1

    The language Erlang is designed in such a way, with such built in rules that it prevents the most bugs from happening at all when you're programming concurrently.

    Haskell has excellent potential to be extended with features that will give it concurrent processing bug prevention characteristics. I think there was a fork of Haskell that has a semi-commercial / GPL license called Concurrent Clean which claims to have that extension.

    The new star on the firmament that's a candidate for language of the future is the Mozart programming system that is built on the language Oz and also consists of a book with what seems to be insightful stuff about concurrent programming in combination with other types of program construction. Haven't read or used it yet though.

    --
    - -- Truth addict for life.