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, DON'T forget to work on the GAMEPLAY too, eh?
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...
I'd say the blurb about the PS3 dev kits being too immature to develop on is pretty big news considering that Sony would love for us to be anticipating its "imminent" release.
I guess a continuous flow of thousand dollar bills might have something to do with it...
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.
carmack is used to developing for the PC. the xbox1 was basically a pc specialized for games. x360 builds on the xbox1 ideologies.
/that/ easy, why does x360 quake4 suck so badly? a rush job will always suck, no matter how easy the development tools are to use.
microsoft built half of the tools that carmack's crew is used to using. of course the ps3 is going to be "immature"; specs were only finalized last year. sony is starting from the ground up. big shocker here: "pc game developer sides with microsoft and plays it safe with the company that all of their products depend on rather than side with sony a company that they have no loyalty to. news at eleven!" =)
microsofts development goal was always to make things easy for pc developers to port things over to the xbox line. if its easy, carmack just needs to shovel his latest and greatest hit to xbox and voila! instant profit. hey, it worked for the unreal, doom, far cry, halflife franchises.
look at quake4. if it was
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
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.