John Carmack Talks Graphics
Next Generation is running a short piece detailing some highlights of an interview with John Carmack, set to run in the February issue of PC Gamer UK. From the article: "For the last year I've been working on new rendering technologies. It comes in fits and starts. Our internal project that'll incorporate it hasn't been publicly announced. We're doing simultaneous development on Xbox 360 and PC, and we intend to release on PlayStation 3 simultaneously as well, but it's not a mature enough platform right now for us to be doing much work on."
Now thats a nice advertisement.
Now, DON'T forget to work on the GAMEPLAY too, eh?
The article has so little content, it is hard to discuss. The only tidbit is that the X360 development kit is very usable.
John Carmack Talks Graphics
By Kris Graft
PC Gamer UK talks to id co-founder and coder extraordanaire John Carmack about a new rendering engine, console vs. PC development and how the Xbox 360 is likely to become id's primary platform.
ImagePC Gamer UK shares its late-night interview with John Carmack, conducted by PCGUK's Tim Edwards. See the interview in its entirety when the magazine hits stands on stands February 7.
On a new rendering engine
"For the last year I've been working on new rendering technologies. It comes in fits and starts. Our internal project that'll incorporate it hasn't been publicly announced. We're doing simultaneous development on Xbox 360 and PC, and we intend to release on PlayStation 3 simultaneously as well, but it's not a mature enough platform right now for us to be doing much work on."
Consoles vs. PC
"The difference between theoretical performance and real-world performance on the CPU level is growing fast. On, say, a regular Xbox, you can get very large fractions of theoretical performance with not a whole lot of effort. The PlayStation 2 was always a mess with the multiple processors on there, but the new generations, with Cell or the Xbox 360, make it much, much worse. They can quote these incredibly high numbers of giga-flops or tera-flops or whatever, but in reality, when you do a straightforward development process on them, they're significantly slower than a modern high-end PC."
"...The graphics systems are much better than that, though. Graphics have an inherent natural parallelism. The capabilities of the Xbox 360 and PS3 are really good on the graphics side -- although, not head or shoulders above any PC stuff that you can buy at a higher price-point."
Xbox 360: 'A really sweet develoment system'
"The Xbox 360 will probably will be id's primary development platform. As it is right now, we would get the game up on the 360. When I would do major hack-and-slash architectural changes it was back on the PC, but it's looking like the Xbox 360 will be our target. All of our tools are on the PC, and we're maintaining the game running on the PC, but probably all of our gameplay development and testing will be done on the Xbox 360. It's a really sweet development system."
See even more of Carmack's thoughts in PC Gamer UK when it hits stands February 7.
He doesn't say much about graphics, except that it is about the same on both PC and consoles, considering nvidia and ati are on both sides, this isn't real suprising.
I do like that he says that the console cpu numbers are inflated.
I am amazed at how little progress has been made in the game graphics and gameplay since the original Doom. It would seem that the ability to churn out hundreds of millions polygons per second should make a lot of difference compared to the Doom's no-3d-hardware-requiring graphics engine, but somehow it does not. Despite all the antialiasing, mip-mapping, landscapes in today's 3d games sometimes look less realistic and/or less interesting than some levels in Doom. This is disappointing, and I have no explanation...
Quake - 1996
Quake 2 - Q3 1997
Quake 3 - Q4 1999
Doom 3 - Q3 2004
Quake 4 - Q4 2005
So, Id is having a 5 years dev cycle for new engines and a 1-2 year dev cycle for updates to this engine. We can not say that Id is being lazy by not releasing a new engine tomorrow: just way for the next cycle.
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Agreed. Maybe you should step up for the position?
I guess a continuous flow of thousand dollar bills might have something to do with it...
the FPS genre is looking very tired, the sales of WoW demonstrate this. Combine the graphics of Doom 3/Half Life 2 with MMPORGs and you're onto a winner. Blizzard have half managed this but their graphics engine is still quite simplistic, bar the spell effects.
Nothing costs nothing
When I see a game uses an id engine, I can be pretty damn sure it will work on my system with very few problems. It is because he writes very VERY tight code and they do a great job testing it before giving it to the public. Sad to read that it looks like they are now going to be concentrating on the 360.
"I am amazed at how little progress has been made in the game graphics and gameplay since the original Doom."
Try Far Cry or Halo with all the patches, and set to the maximumn.
PC Gamer UK, coming out February 7? This was in the US version of PC Gamer that came out last month!
I just read this the other night. Its going to be in the latest issue of PCGamer. It says "Interview with Carmack!" on the cover. It is fairly short. Basically says that he's still developing games. The only big surprize is that he says that id is bacically primarilly developing for the 360 rather than the PC.
http://www.popularculturegaming.com -- my blog about the culture of videogame players
Am I the only one who thought this line was of any importance?
Bad news for Sony it sounds. I think it's obvious that they're not launching in the Spring like they were saying last year.
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I'm waiting for some engine developer to write a combined physics/visual engine for which you have a world of inherent objects, each with visual (color, texture, etc) and phsyical (mass, etc) characteristics.
It used to be it took a few hours to whip up a level in Quake.
With each generation though, the time to make a single room of any reasonable quality has at least doubled, if not trebled. The "community" production of user-made levels has dropped by orders of magnitude each generation as well.
Really, the concept of building a map in N-space from basic polygons should be dead - If you're going to build a "house" in a new 3d engine, you should be able to literally BUILD it of materials like you would a real house - pieces of wood with a resistance to force LIKE WOOD, a flammability LIKE WOOD, so your final wall would 'behave' in-game like a wood wall, and you don't have to program in the properties from scratch every time.
Think about how hard it is to model a good-looking coffee cup from polygons and curves. A biatch. Why not an engine that comes with a Sears-catalog (or Home Depot, or whatever) of pregenerated stuff that you can edit generally (changing color, length, whatever) and then plop into your world? Coffee cup? Pick that hefty one. Make it black. Glossy. Now 'pour' in liquid. Boiling hot. If it gets knocked over (or shattered), the liquid pours out onto whatever surface it's on/above, and then flows to the lowest point.
So I guess for me it's not the rendering tech per se, it's that we keep getting the engine without the car, or even the parts to build the car. We should be past that.
-Styopa
I agree, the FPS genre does look very tired. If that's all id plans on making, then they might have a problem ... if it weren't for the fact that they make good money licensing their engine. DOOM 3 essentially felt like a tech demo and an advertisement for other companies to use THEIR engine. (However, that business is also getting to be quite crowded too, with Unreal and HL2:Source)
...
Hmm, could future MMOs use Carmack's next engine? That would certainly be interesting
-- jchenx
I don't think rock climbing is the most common of the Slashdotter hobbies.
I think he's too busy plugging his website to bother.
Blizzard's engine is definitely weaker than Sony's engine in EQ2. That's a design-choice on the part of Blizzard, though, and one that's been present in most of their games: they opt for a larger playerbase and an artistic theme in which weaker requirements look better. SC, WC3, Diablo, Diablo 2, etc are all technically-mediocre while being more fun and often better-looking than their technically-superior competition because their artists are better. Their games sell better than their competitors, too. SC made TA and AoE its bitch. WoW has EQ2 going :.(
i can think of a huge interview with carmack before doom3 went live, when he said, that the doom3 engine will be "about his last new engine". all the follow ups will be improvements only from that on, because there won't be anything groudbreaking to do. yet the article speaks of a "new engine" in it's intro. so, is he working on new groundbreaking stuff or not?
John Carmack is, among other things, a performance expert, and the most interesting thing he says in this article is this:
"The difference between theoretical performance and real-world performance on the CPU level is growing fast. On, say, a regular Xbox, you can get very large fractions of theoretical performance with not a whole lot of effort. The PlayStation 2 was always a mess with the multiple processors on there, but the new generations, with Cell or the Xbox 360, make it much, much worse. They can quote these incredibly high numbers of giga-flops or tera-flops or whatever, but in reality, when you do a straightforward development process on them, they're significantly slower than a modern high-end PC."
He's putting programmers on notice that the days of writing single threaded code for a simple virtual von Neumann machine are over. The hardware designers bent over backward for years to support that programming model, and they've given up. They've hit the wall and moved on to other things. The smart programmers (like John Carmack) are figuring out how to follow them.
Having other hobbies can help maintain creativity, and Carmack certainly does lots of interesting stuff in his free time.