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John Carmack Discuss Mega Texturing

An anonymous readers writes in to say that "id Software has introduced a new technology dubbed Mega Texturing that will allow graphic engines to render large textures and terrains in a more optomized way while also making them look better. Gamer Within has Q & A with John Carmack on Mega Texturing."

313 comments

  1. mega texture commands in Doom3 by Walter+Carver · · Score: 4, Insightful

    It may be insignificant, but I accidently saw two relative commands in Doom3, r_showMegaTexture and r_megaTextureLevel.

    1. Re:mega texture commands in Doom3 by EvanED · · Score: 3, Insightful

      Mega and mega are not the same thing

      Really? What's the difference?

      keep the spelling the same if you mean to refer to the same thing

      Camel casing is an exception to this rule. Making it so that the M at the "beginning" of the identifier was caps would break consistency with other identifiers. And unless there really is a distinction between Mega and mega, and both had meanings within the code, I think the latter is more important.

    2. Re:mega texture commands in Doom3 by daVinci1980 · · Score: 1

      Huh? mega and Mega in this case are the same. The names use camelCasing, starting with a lowerCasedLetter.

      showMegaTexture and megaTextureLevel are referring to settings about the same thing.. I don't know what either does, but you can bet your sweet bippy that they are about settings on the same system.

      --
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    3. Re:mega texture commands in Doom3 by Jekler · · Score: 2, Funny

      Code conventions do not follow English syntax rules or definitions. For the sake of mental consistency, don't even think of them as "words".

      I don't see why you'd have a problem with camel-case code, but you voice no problem with the lack of spacing, that "r_" isn't part of English language syntax, or that the commands aren't syntatically legal English phrases anyway.

    4. Re:mega texture commands in Doom3 by KDR_11k · · Score: 1

      I don't think there is such a distinction. The console isn't case sensitive, either (though it corrects your capitalization if you use tab completion)

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:mega texture commands in Doom3 by KDR_11k · · Score: 2, Informative

      The stage keyword "megaTexture" has been present in the Doom 3 material docs (http://www.iddevnet.com/doom3/materials.php) since version 1.0 though it is still documented as "super secret".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  2. Optomized by Anonymous Coward · · Score: 0
    render large textures and terrains in a more optomized way

    FYI:


    optomize - v. From Greek optos which means: visible; see AND optimize


    So optomize is a new word that means: to optimize the visual effect !


    It's not a spelling error You spelling nazis !

    1. Re:Optomized by mikael · · Score: 1

      I've just been loboptimized ...

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  3. Re:Over the hill by Jopop · · Score: 1

    John Carmack. He's a pretty famous game programmer, and together with John Romero he made FPS games popular.

  4. Ah, but by Threni · · Score: 0, Troll

    will it make 3D games, especially FPS ones, any less tedious?

    The graphics are good enough already. Latency is too high for proper internet play - at least, I don't like doing really well at BF2 for ages then getting killed at the last minute because 0.1 secs of lag gets my squashed by my own side's tank - and the AI of bad guys in one player games is laughable.

    Less gong, more dinner, please.

    1. Re:Ah, but by tomstdenis · · Score: 0, Flamebait

      Are you complaining because ID games are retarded? hehehehe...

      If games had to have a "story" and complicated environments it may mean that they couldn't pump out 80 games a quarter... /me trying to find that damn red skull key.

      Tom

      --
      Someday, I'll have a real sig.
    2. Re:Ah, but by flogic42 · · Score: 1

      The graphics are good enough already. Latency is too high for proper internet play - at least, I don't like doing really well at BF2 for ages then getting killed at the last minute because 0.1 secs of lag gets my squashed by my own side's tank...
      Get a real internet connection.
      - Mr. 4ms ping, never leaving campustown

      --
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    3. Re:Ah, but by Threni · · Score: 1

      > Get a real internet connection.
      > Mr. 4ms ping, never leaving campustown

      Are you sure you're not on a handy little LAN... :)

    4. Re:Ah, but by Tx · · Score: 4, Insightful

      The graphics are good enough already.

      Speak for yourself. When I can't tell the difference between a rendered character and a live one, then I'll start wondering if graphics are approaching "good enough". Of course better physics and AI is also necessary to improve immersiveness, but there's no way I'd say graphics need no further improvements anytime soon.

      --
      Oh no... it's the future.
    5. Re:Ah, but by axonxorz · · Score: 1
      will it make 3D games, especially FPS ones, any less tedious?
      Exactly, this is the most importand aspect in my mind, especially with the current generation of high-requirement games (ala BF2, Ghost Recon Advanced Warfighter). These games are designed to be visually stunning, but Ghost Recon plagued my 256MB GeForce 6800 Ultra. I paid $850 for that card only 18 months ago. While im not debating the price, I bought that card figuring that it would perform at least "well-enough" for the next-gen games.

      The only thing that makes GRAW even playable was the driver upgrade I had to perform. Before the game ran around 10fps with EXTREME input-lag. With the driver upgrade, the game has the bad performance for about 5 seconds before jumping up to around 40fps.

      All I'm saying is that game developers should not only push the envelope for graphics quality but also go back and try to optimise rendering of current features (current texture sizes, current post effects such as bloom)
    6. Re:Ah, but by Distinguished+Hero · · Score: 3, Interesting

      When I can't tell the difference between a rendered character and a live one, then I'll start wondering if graphics are approaching "good enough".

      Yeah, but would you really want to shoot or hack and slash a photo-realistic character for fun? That's pretty sick (IMO).

      --
      Uttering logically derived and empirically supported truths to the disciples of the orthodox establishment.
    7. Re:Ah, but by flogic42 · · Score: 1

      I'm at UIUC and the servers are all over. Indiana University, for example. I get single-digit pings on at least 20 CS:S servers.

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    8. Re:Ah, but by timster · · Score: 2, Funny

      If you can get a 4ms ping between, say, Chicago and LA, I would like to subscribe to your newsletter.

      --
      I have seen the future, and it is inconvenient.
    9. Re:Ah, but by aCapitalist · · Score: 1

      Are you sure you're not on a handy little LAN... :)

      No, he's a college kid. He's in for a rude awakening when he gets out into the real world with a 40 ms ping. Somehow, I don't feel bad for him.

      In any case, I've found BF2 to have really good netcode and totally playable up to a 100ms ping or so.

      And speaking of BF2, that new Quake: Enemy Territory looks like a BF2 clone, but with spiffier graphics.

    10. Re:Ah, but by Neoprofin · · Score: 2, Insightful

      I played TFC and CS for years with a 1000+ ping until they introduced the 1.6 netcode which basically ended my ability to play period.

      It's funny to see how far connections have come since then, and what people now deam as unacceptable.

    11. Re:Ah, but by flogic42 · · Score: 1

      actually, i never bothered counting before. I have = 6ms pings to FORTY ONE servers.

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    12. Re:Ah, but by ZorinLynx · · Score: 1

      Buying the top of the line video card on the market is always a bad idea. Buy the second place card; you'll save a huge bundle at only a tiny cost in performance.

      Also, if you commit to playing last year's games, you can also save a bundle of cash in hardware upgrades, since you never have to buy the latest and greatest.

      -Z

    13. Re:Ah, but by flogic42 · · Score: 1

      I'm at uiuc and most of the servers that I get sub-6ms pings on are at other universities or in Chicago.

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      Check out my women's designer clothing store.
    14. Re:Ah, but by ZeroConcept · · Score: 3, Insightful

      Depends on how ugly the alien is.

    15. Re:Ah, but by suv4x4 · · Score: 1

      Yeah, but would you really want to shoot or hack and slash a photo-realistic character for fun? That's pretty sick (IMO).

      Those sick sick horror/thriller/crime moviegoers!

    16. Re:Ah, but by nomadic · · Score: 1

      will it make 3D games, especially FPS ones, any less tedious?

      It's Id, so no. This is the company that has spent the past 13 years remaking Doom. The funny thing is you'd think a company that focuses solely on graphics would be lightyears ahead of the competition, but honestly the cutting edge engines sort of hover near each other performance-wise.

    17. Re:Ah, but by GigsVT · · Score: 1

      Isn't that the point?

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      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    18. Re:Ah, but by ZiakII · · Score: 1

      Yeah, but would you really want to shoot or hack and slash a photo-realistic character for fun? That's pretty sick (IMO).

      Your not looking at the whole picture... by then Duke Nukem Forever will be out and photo-realistic stripers for the win!

    19. Re:Ah, but by xenoandroid · · Score: 2, Insightful

      Not all games are shoot/hack and slash.

      Just because we become capable of photorealism doesn't mean the technology is going to be applyed that way.

      At the very least, developers might be able to abuse the new tech in a way that lets them spend more time on the other parts of the game.

    20. Re:Ah, but by ajs · · Score: 1

      When I can't tell the difference between a rendered character and a live one, then I'll start wondering if graphics are approaching "good enough".

      I think either point of view is based on the assumption that there's a uniform tradeoff. You don't do work on the graphics to the detriment of the playability unless you're on some very odd crack. You develop a game that you think will suit the market.

      Of course, anyone that's armchair quarterbacking Carmack's choices on development effort at this point is probably not thinking in terms of reality, anyway.

    21. Re:Ah, but by PhilHibbs · · Score: 1

      Once hardware acceleration took over from software, that pretty much ended the days of one rendering engine being substantially any better than another.

    22. Re:Ah, but by aCapitalist · · Score: 1

      Maybe you're being a little nostalgic, because I don't know how anybody could have a fun time playing with a one second ping. I used to play with a 300 ping back in '97 or so, and that was fine.

    23. Re:Ah, but by Thud457 · · Score: 1

      1. Photorealistic... alien... yeah, right...
      2. speciest bigot, you probably think it's ok to shoot NAZIs, too

      --

      the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

    24. Re:Ah, but by fritzk3 · · Score: 1
      Yeah, I just can't understand why people run out to buy the latest "ZOMG!" video cards. Hell, some of these cards cost more than an entire computer, or even a decent console system nowadays.

      While I understand that some people are fanatic about games, it just seems like (according to the previous poster) there should be more financially attractive options for nearly the same level of performance.

      Of course, if you're nVidia or ATI, you thank your stars for people who willingly spend $850 on a video card.

      --
      All your sig are belong to us.
    25. Re:Ah, but by Have+Blue · · Score: 1

      You missed the point. Lag is caused in part by the fact that it takes light a certain time to travel a certain distance- this is a fundamental limit that advancing technology will not remove for the foreseeable future. Chicago is not all that far from the UIUC as these things go, so a 6ms ping can be attained there. But if you tried playing on servers in California, New York, or other countries, the minimum ping will always be much higher and there is nothing anyone can do about this, so your call for reduced lag is not ever going to be answered.

    26. Re:Ah, but by KDR_11k · · Score: 1

      You must be doing something wrong. You can play BF2 on a PC that's barely minimum specs and lagging as hell and still play decent. Not great and especially not sniping but you can still work as a support, engineer, anti-tank or medic, for example.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    27. Re:Ah, but by KDR_11k · · Score: 1

      Some gameplay vs. graphics tradeoffs exist, e.g. "Do we place the camera low so the player can appreciate all the detailsin the world or high so he can see more?" "Should this explosion have all of those particle effects or should we make it simpler so it doesn't obscure the player's view as much?" but yes, they're not on the scale they're sometimes made out to be.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    28. Re:Ah, but by Anonymous Coward · · Score: 0

      What does a species of bass have to do with Duke Nukem forever? Ooh, you meant strippers! I get it now.

    29. Re:Ah, but by snuf23 · · Score: 1

      $850 would be buying it when it is just released and in short supply. The retailers jack up the price due to high demand. Regular price was supposed to be around $500.
      I usually go for a card one step down from the top - I still pay $350 or so, which is a lot, but I get a card that will handle new games pretty well for at least 2 years. Of course at the end of that I'll need to start turning off some of the highest end features. A good example is Oblivion which runs like crap on my 6800GT with HDR lighting enabled, turn that off and it works fine.

      --
      Sometimes my arms bend back.
    30. Re:Ah, but by flogic42 · · Score: 1

      Actually, you can just play on nearby servers. Duh. Multiplayer doesn't have to mean "play with anyone in the world with low latency". And actually light could travel the distance from Chicago to LA in about 10ms. There are over 500 CS:S servers with 50ms pings from my university connection.

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    31. Re:Ah, but by flogic42 · · Score: 1

      Quake 3 on dialup with a 300ms ping was atrocious. The only way to hit anyone was sheer luck or if they were standing still or moving in a straight line.

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    32. Re:Ah, but by witekr · · Score: 1

      Hehe I used to crack up whenever I saw a scout (TFC) heroically jump into the air with the flag... and then freeze mid-jump, shaking violently because of the lag, while everyone opportunistically unloaded their clips at him.

    33. Re:Ah, but by heinousjay · · Score: 1

      Oh, bass. I figured he meant Christian rockers.

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      Slashdot - where whining about luck is the new way to make the world you want.
    34. Re:Ah, but by Neoprofin · · Score: 1

      1 on 1 fighting was impossible, I always got totally rocked in CS. However, I could still defend a flag like nobody's business and flag running is all about routes more than reaction.

    35. Re:Ah, but by Mancat · · Score: 1

      Yeah, but would you really want to shoot or hack and slash a photo-realistic character for fun?

      No, but I might want to have sex with them.

      --
      hello dear sirs my name is jamesh i are india (bihar) can u guide me install red had linux 9?
  5. Carmack Owns My Wallet by Anonymous Coward · · Score: 2, Funny

    This is exactly why Carmack owns my wallet and why ID Software does so well. Gamers rejoice!

    1. Re:Carmack Owns My Wallet by MrCoke · · Score: 1

      If I had any mod points, you would get a +FUNNY from me.

    2. Re:Carmack Owns My Wallet by Anonymous Coward · · Score: 0

      Carmack is a HAS-BEEN.
      His work will never scale to large environments. Never.

  6. Article Text by Anonymous Coward · · Score: 5, Informative

    0 replies and the site was already moving really slow. Here's the text in case /. kills it.

    Publish Date: 01 May 2006
    Cain Dornan

    One of the most respected and well-known game developers in the world, John Carmack hardly needs any introduction. Having mastered the skill of game programming, Carmack co-founded developer id Software, and has also worked on such classic series as Doom, Quake and Wolfenstein 3D.

    In this Question & Answer with Carmack, he discusses the new MegaTexture technology, which will be used in the upcoming Enemy Territory: Quake Wars for PC. Definitely a worthy read for any programming, designing or general development enthusiast, as well as any gamer slightly interested in the development process behind games.

    Q1: What is MegaTexturing technology?

    Answer: MegaTexture technology is something that addresses resource limitations in one particular aspect of graphics. The core idea of it is that when you start looking at outdoor rendering and how you want to do terrain and things in general, people almost always wind up with some kind of cross-fade blended approach where you tile your textures over and blend between them and add little bits of detail here and there. A really important thing to realize about just generally tiling textures, that we're so used to accepting it in games, is that when you have one repeated pattern over a bunch of geometry, the texture tiling and repeating is really just a very, very specialized form of data compression where it's allowing you to take a smaller amount of data and have it replicated over multiple surfaces, or multiple parts of the same surface in a game since you generally don't have enough memory to be able to have the exact texture that you'd like everywhere.

    The key point of that is what you really want to do is to be able to have as much texture as you want to use where you have something unique everywhere. Now normally, you just can't get away with doing that, because if you allocate a 32,000 by 32,000 texture, the graphics curve can't render directly from that. There's not enough memory in the system to do that, and even when you have normal sized textures, games are always up against the limits of the graphics card memory, and system memory, and eventually you've got hard drive or DVD memory on there, but you wind up with a lot of different swapping schemes, where you'll have a little low-res version of a texture, and then high res versions that you bring in at different times, and a lot of effort goes into trying to manage this one way or the other.

    So when Splash Damage was starting on, really early with Enemy Territory: QUAKE Wars, they were looking at some of these different ways to render the outdoor scenes with different blends and things like that. And one of my early suggestions to them was that they consider looking at an approach where you just use one monumentally large texture, and that turned out to be 32,000 by 32,000. And I - rather then doing it by the conventional way that you would approach something like this (i.e. - chopping up the geometry into different pieces and mapping different textures on to there and incrementally swapping them for low res versus high res versions), just let them treat one uniform geometry mesh and have this effectively unbounded texture side on there, and use a more complicated fragment program to go ahead and pick out exactly what should be on there, just as if the graphics hardware and the system really did support such a huge texture.

    In the end what this winds up getting us is the ability to create a great outdoor terrain texture that has far more complex interactions than anything that you would get with any kind of conventional rendering, where you've built it up out of pieces of lots of smaller textures on there, where they do some sophisticated things with growing grass up between bump maps. And then you can go back and do hand touch ups in a lot of different places to accent around features that are coming out of the surf

    1. Re:Article Text by joebooty · · Score: 2, Interesting

      This sounds like the least user friendly option available to this problem.

      So if a mod team wants to make their own map you either need to reuse one of these behemoth textures or find an artist that can wrap their head around the technology and create one themselves.

      Procedurally generated textures are a hog and can be very hard to pull off but they still seem like a superior solution to this.

      On the other side I am certain that level designers and artists working together can make some really great looking maps with this system. Modders will have a lot of trouble though.

    2. Re:Article Text by Otto · · Score: 3, Interesting

      So if a mod team wants to make their own map you either need to reuse one of these behemoth textures or find an artist that can wrap their head around the technology and create one themselves.

      Nah, you just need good tools. Use the game itself as a tool and let people run around the level spraying the texture with spray paint cans (or the digital equivalent). Then spit the MegaTexture out after they're done.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    3. Re:Article Text by PhilHibbs · · Score: 1
      This sounds like the least user friendly option available to this problem.
      It's inevitable that as games get more sophisticated, equivalent-quality fan mods will be harder. Developing a next-gen game costs millions, no fan mod team can compete with that. So, yes, we will have to get used to fan mods re-using a lot of the game's original content.

      The Aliens Total Conversion for Doom II was one of the scariest games I've ever played, but that kind of thing just isn't possible any more, sadly. And not just for legal reasons.
    4. Re:Article Text by Angostura · · Score: 1

      I like that idea.

    5. Re:Article Text by EyeOn · · Score: 1

      Not true actually, I was talking to one of the Splash Damage guys at E3. He said that you can create your landscape however you like (Maya, whatever) and there are tools that they'll be releasing that will import that and create the MegaTexture based on that information. I didn't get into any deep discussion of it because 1) I am not an artist and 2) I was more interested in how ET:QW played than how they did the cool graphical crap that they did, but he seemed confident that people should be able to create their own MegaTextures without too much agony.

    6. Re:Article Text by KDR_11k · · Score: 1

      Considering that Doom 3 is all of its tools (open console, type edit, hit tab) that seems to be the most likely solution. I recall something like this happening in Battlezone.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Article Text by KDR_11k · · Score: 1

      The Aliens Total Conversion for Doom II was one of the scariest games I've ever played, but that kind of thing just isn't possible any more, sadly.

      Why not? All the tools are still there. It might take longer to make your alien or marine characters but as long as you know your limits you can still make your own mod. I haven't played the Alien TC but the movies didn't include too many different monsters so you wouldn't need more than maybe 3-4 enemy models. Certainly doable. Then you need levels but since Doom 3 is already in a scifi space setting you'll be able to recycle a lot of textures and don't need to add that many. Sure, overall it'll take longer than it did for Doom 2 (though I think modding for that was a lot less flexible than modding today) but it's still not beyond what a team can do (probably a bit much for a single person).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Article Text by binarybum · · Score: 2, Funny

      yeah that would be kind of cool, you could appeal to a whole different audience with a "decorate" mode where a character that looked like Christopher Lowell had weapons like spray can, poster bag, light fixture applicator, tree-planter, etc.

      --
      ôó
    9. Re:Article Text by shmlco · · Score: 1

      Oh great. We've gone from needing set designers to create real sets to creating virtual sets and now back to needing real set designers to decorate virtual sets.

      --
      Any sect, cult, or religion will legislate its creed into law if it acquires the political power to do so.
  7. Re:Over the hill by Xest · · Score: 0

    It's a shame the old id folks all split off and went their own way really, Carmack is indeed the god of graphics programming but although Romero lost the plot and couldn't hack it on his own, id's games have gone downhill since he left along with the loss of American McGee, Paul Steed and so on. The id story is a perfect example of why a good game needs everything and a demonstration that nowadays good graphics don't make a game.

  8. Enough is enough by The_Isle_of_Mark · · Score: 0, Troll

    The other day I was watching my son play a FPS game and I thought "Wow, my son in really learning a valuable lesson in the sanctity of life here. Shoot your own guy for his ammo!" I started on 3d FPS with Doom and over time I sort of drifted away from games. Playing Doom I was shooting a bunch of really pixeled bad guys. Now they look and act pretty real.
    The creepiness factor kicks in for me after a certain amount of realism. When do we stop with the terrain and model/skin realism, when we can no longer tell the difference between games and live-action movies? I hope for my grandchildrens' sake that FPS violence doesn't come to that.

    1. Re:Enough is enough by Anonymous Coward · · Score: 0

      Calm down, ya big baby!

    2. Re:Enough is enough by Anonymous Coward · · Score: 0
      When do we stop with the terrain and model/skin realism, when we can no longer tell the difference between games and live-action movies?

      At that point, yes by definition they'll stop :)
    3. Re:Enough is enough by Anonymous Coward · · Score: 0

      How about you be a responsible parent and don't let your child play adult themed games.

      I'll bet the next thing you want to say is that there should be some sort of legislation against the video game industry to stop making games look realistic and violent.

    4. Re:Enough is enough by F_Scentura · · Score: 0, Offtopic

      Fly away, troll.

    5. Re:Enough is enough by Anonymous Coward · · Score: 0

      Actually, that is exactly what the assorted developers are aiming for. The ultimate goal is a graphics engine that is truly photorealistic - indistinguishable from live video and Hollywood special effects.

      I doubt if this will have any more impact on your grandchildren than the movies and television that they'll be watching though. We've been watching people get killed in various horrible and detailed ways on the big-screen for years now. While there is a debate over whether or not this imagery is having an affect on our children, I doubt if sticking a controller in their hands is going to suddenly change the results. Disturbing imagery is just that - disturbing - regardless of whether you are controlling the characters or just watching it.

      I'm hopeful that advances in game design will actually lead to more realism, immersion, and a greater personal attachment to the characters in-game. I'm hopeful that we'll eventually have life-like characters that we can actually relate to, just as we have been with good books and movies for years... And realistic reactions to the actions and events in-game...

      If the characters were developed with personalities, quirks, hopes and dreams... And if the other characters in the game reacted with outrage and sorrow, perhaps killing you in vengeance, perhaps incarcerating you... Maybe your son wouldn't feel so flippant about shooting his own guys for ammo.

    6. Re:Enough is enough by The_Isle_of_Mark · · Score: 0, Offtopic

      Not Trolling. Realism in gaming is technology at its finest, please don't get me wrong here. I love that people are able to get the levels they do.
      My problem with game relism is not just about my son and his age (he is 17 btw.) It is the that people are being desensitized to violence. As games have gotten more realistic they have allowed people to dismiss the tragedy of violence against humans. Aliens and monsters not withstanding! Kill them!

      Watch "saving Private Ryan" over and over and see if the opening scene gives you the same reaction it did before. That is my point.

      I think my post was modded off-topic correctly, but I feel it a necessary subject to raise.

      And no...no legislation

    7. Re:Enough is enough by Anonymous Coward · · Score: 0

      Desensitivity to violence is unfortunately, a normal part of our world. Big deal if the kids are shooting guns in games. It's just an advanced version of cops and robbers. If you don't want your kids to see violence move to a mountain top somewhere, make sure you have no tv or radio signals, no computers, no nothing technological in any way. After all, the stuff on the news is far making the kids far more desensitized to violence than some video game is. Oh yes, also, when you move to that mountain, make sure that you lock the kids in some room in the basement and don't let them outside because there's good chance they might see some animal get eaten by another animal - Heaven Forbid.

    8. Re:Enough is enough by TrekkieGod · · Score: 4, Insightful
      Watch "Saving Private Ryan" over and over and see if the opening scene gives you the same reaction it did before.

      I think that's more because you know exactly what's going to happen than because you're being desensitized to violence. The first time, things that are happening catch you by surprise. Now, I don't care how many times you've seen Saving Private Ryan, if you get placed in a real battle situation, you're going to freak out (unless you've had other training, of course).

      The same thing is much more easily seen with comedies. The first time I see a good comedy, I spend most of the time laughing. I'll never laugh as much in subsequent viewings. It doesn't mean I'm getting desensitized to comedy. It means I've seen that scene before.

      --

      Warning: Opinions known to be heavily biased.

    9. Re:Enough is enough by plague3106 · · Score: 1

      Please, give it a rest already. People still know the difference between a video game and real life. If they think that what's acceptable in a video game is acceptable in real life, then you have failed to do your job as a parent.

      I played all the games that the congressment were upset about in the mid to late 90s quite a bit. In real life, I've never attacked anyone.

    10. Re:Enough is enough by Pope · · Score: 1

      He's your son: don't allow him to play these games, then.

      --
      It doesn't mean much now, it's built for the future.
    11. Re:Enough is enough by ichigo+2.0 · · Score: 2, Interesting

      Now they look and act pretty real. The creepiness factor kicks in for me after a certain amount of realism. When do we stop with the terrain and model/skin realism, when we can no longer tell the difference between games and live-action movies? I hope for my grandchildrens' sake that FPS violence doesn't come to that.

      When games become indistinguishable from reality, why would someone waste time killing somebody in reality when you could do the same in a virtual setting without fear of getting thrown in jail? Presumably one would not need to commit crime for financial reasons, as it would be hard to afford a computer otherwise. Personally I enjoy computer games because I can do things otherwise impossible/too dangerous, unless someone invents a real life load/save (or I get insanely rich). :P

    12. Re:Enough is enough by Dirtside · · Score: 2, Insightful
      When games become indistinguishable from reality, why would someone waste time killing somebody in reality when you could do the same in a virtual setting without fear of getting thrown in jail?
      Murder is not primarily committed so that people can have the experience of having murdered someone. Murder is usually a means to an end, not an end in itself.
      Presumably one would not need to commit crime for financial reasons, as it would be hard to afford a computer otherwise.
      I hope you're not saying that anyone who could afford a computer would have no financial incentive to commit a crime, because that would be retarded. But I'm sure that's not what you're saying.
      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    13. Re:Enough is enough by CrazyDuke · · Score: 1

      If this is a concern for you, may I suggest some extra education in the differences between fiction and reality? Actually he is learning a very valuable lesson in life if you think about it. He's learned that the guy that shoots him or his buddy is not necessarily evil incarnate, or self rightous, or crazy. But, that their presence being inconvient to someone else can result in being wronged, justified or not.

      It is, in fact, a sad, but very important lesson in life, that others value their wellbeing over yours. To varying extents of course, but it is still important to point out. One reason comes to mind: war. War is very rarely actually faught for a good versus evil style reason, althought that is almost always how it is drumed up. War is usually faught because the presence of a competing government/religion/race or other group is inconvienent for the presence of another.

      I would worry, however, if he acts as if this is the way things should be, or how he should act. This "Fuck everyone else, I'm getting mine!" attitude, I mean.

      --
      Any sufficiently advanced influence is indistinguishable from control.
    14. Re:Enough is enough by neil.orourke · · Score: 1
      I played all the games that the congressment were upset about in the mid to late 90s quite a bit. In real life, I've never attacked anyone.

      Yet.
    15. Re:Enough is enough by plague3106 · · Score: 1

      Wow, nice troll.

      Care to back up that assertion with some fact? I thought not.

    16. Re:Enough is enough by F_Scentura · · Score: 1

      "My problem with game relism is not just about my son and his age (he is 17 btw.) It is the that people are being desensitized to violence. As games have gotten more realistic they have allowed people to dismiss the tragedy of violence against humans. Aliens and monsters not withstanding! Kill them!"

      Good lord, it's not as if we've had VIOLENCE in our communities since the dawn of time, throughout every age, and have had the popular media cover anger, strife, war, and all violence through art, music, plays, movies, television. These popular media make us *FEEL*. The effect any emotional media has on you lessens through time and repeated watching, whether it's a romantic flick, a gutburster horror flick, a stirring tale of personal bravery, or a violent "revenge" flick.

      Thanks Tipper, but take your "for the children" rot and go somewhere where you can't damage society through the attempts to control all media, let alone the escapist ones.

      Bad, lazy parenting lets kids run wild, not videogames alone.

      If you're just playing a troll-role, try something a little crazier or more interesting, I'd give that persona a C.

    17. Re:Enough is enough by ichigo+2.0 · · Score: 1

      I hope you're not saying that anyone who could afford a computer would have no financial incentive to commit a crime, because that would be retarded. But I'm sure that's not what you're saying.

      True. But in the context of parent-worried-for-videogaming-childrens-sanity it is kind of far fetched. I don't think videogames play a part in murders committed for financial gain. :P

    18. Re:Enough is enough by neil.orourke · · Score: 1

      Fair call.

      It was meant as a joke, but I can certainly see why you'd take it otherwise. No offence intended :(

    19. Re:Enough is enough by plague3106 · · Score: 1

      Ahh sorry, yes I missed it. Hard to tell tone with just one word :-) Sorry for jumping on your statement.

  9. optomized vs optimized by TubeSteak · · Score: 0, Redundant

    http://googlefight.com/query.php?word1=optomized&w ord2=optimized

    Optimized wins by a landslide

    And curiously enough, spell check beats out spellcheck by an even wider margin.

    --
    [Fuck Beta]
    o0t!
    1. Re:optomized vs optimized by Anonymous Coward · · Score: 0

      And curiously enough, spell check beats out spellcheck by an even wider margin.

      Because googlefight has compared searches for "spell" + "check" and "spellcheck", not "spell check" and "spellcheck", and hence is including all the results where 'spell' and 'check' occur on the same page, even when not directly associated. "Did you check the weather forecast?" asked Janet, looking ruefully at the her new Dior swimsuit. "Yes, and we're in for a hot spell!" chirped Brad, packing his posing pouch with a grin.

      Similarly, 'bush whack' beats 'bushwhack' and 'google fight' beats 'googlefight'.

      Besides, it's 'optimised'.

    2. Re:optomized vs optimized by HeroreV · · Score: 1

      "gay sex" also beats "straight sex" by a landslide.

      http://googlefight.com/query.php?lang=en_GB&word1= %5C%22straight%20sex%5C%22&word2=%5C%22gay%20sex%5 C%22

      Obviously gay sex is greatly preferred over straight sex.

  10. Genius by GmAz · · Score: 2, Insightful

    John Carmack is a Genius in the gaming industry. Quake 3 was by far the best game of its time. Unreal Tournament was fun, but it just wasn't Quake 3. I hope he continues to be innovative and keep the gaming industry steaming forward, and maybe create a few more games thats never been done before.

    --
    Click Click Bloody Click PANCAKES!
    1. Re:Genius by Neoprofin · · Score: 3, Insightful

      That's right, why would you want to buy UT which had 7 gameplay modes out of the box and bots that weren't either retarded or cheating, not to mention the easiest mod switching system of seen to date in mutators; when I could have the "innovative" perfection of Deathmatch or Team Deathmatch?

      The modding community filled the gap eventually, but that's not points for Q3, that's points for all of the dedicated people who were upset by the lack of options in that fanboy love-fest.

      Sorry if I sound bitter about it, but I can recount back to the days when PC Gamer stated, more or less in its review that UT was vastly superior to Q3 in every imaginable way, and then gave it a lower score and handed the editors choice to Q3 instead. They were flooded with mail but never really could explian whose bathwater they were drinking when they either wrote a review that was too good or a score that was too low. I suspect a rolled up wad of hundreds under the table and nothing more.

    2. Re:Genius by Ekarderif · · Score: 3, Insightful
      Okay first of all, let's examine the FPSs that came out in '99:
      • Quake 3 Arena
      • Unreal Tournament
      • System Shock 2
      Clearly, System Shock 2 is the best of its time. Wait, what about adjacent years?
      • Blood 2
      • Half-Life
      • Sin
      • Shogo: Mobile Armor Division
      • Thief: The Dark Project
      • Unreal
      • No One Lives Forever
      • Deus Ex
      Oh crap, a huge list of games, most of which are better than Quake 3.

      Now second, Quake 3 was a brilliant engine. However, there was very little game on top of such a beauty. Looking past the aesthetics, it was the same damn thing as Quake 2. We have a gauntlet, a machinegun, a shotgun, a grenade launcher, a rocket launcher, a railgun, and an uber weapon. And everybody used rocket launchers so it didn't really matter anyways. Tack on deathmatch and CTF and you have yourself a rehashed multiplayer FPS.

      Unreal Tournament had a flurry of guns (I really don't want to list them all), but most importantly, it had unique features. Get tired of domination? There's CTF. Oh wait, CTF is really boring. We have assault. And boy, we have assault.

      Don't get me wrong. Quake 3 was technically superior. Better? Debatable. I'm obviously siding with UT here (I love me assault). But Quake 3... innovative? What the hell?

    3. Re:Genius by bung-foo · · Score: 3, Insightful

      What makes Q3 great is its incredibly simple laser-beam focus. There is almost nothing extraneous in the game. It's like a bonzai tree or a zen rock garden.

      I've played almost every game you listed. Many of them four or five times (some even more) and they all have more story than Q3, a lot of them have more weapons or more game play modes. Some even look better.

      But, Q3 was installed and played almost daily on my computer from the day I bought it (a few weeks after it became available) until about three months ago.

      Q3 is deathmatch and maybe capture the flag if you swing that way. It is nothing else and it never claimed to be anything else.

    4. Re:Genius by Anonymous Coward · · Score: 1, Insightful
      What makes Q3 great is its incredibly simple laser-beam focus. There is almost nothing extraneous in the game. It's like a bonzai tree or a zen rock garden.

      Nothing extraneous? There's almost nothing at all in the game. Every level looks virtually the same. The weapons all work the same, some of them just hurt more. The visuals were newer and shinier, but that's about it. There's only so many times you can run down the same hall, with the same weapon, and kill someone.

      That's fine if you don't want a story cluttering up your deathmatch...but how about some variety to the gameplay? Some interesting levels with varied geography, unique weapons that are a challenge to use effectively, or simply messing with the physics from time to time... Anything to break up the monotony that was Q3A.
    5. Re:Genius by Anonymous Coward · · Score: 0

      UT was buggy and slower than Q3. Of course, that didn't stop me from playing UT instead of Q3. It was a lot more fun in my opinion.

    6. Re:Genius by plague3106 · · Score: 1

      That's fine if you don't want a story cluttering up your deathmatch...but how about some variety to the gameplay? Some interesting levels with varied geography, unique weapons that are a challenge to use effectively, or simply messing with the physics from time to time... Anything to break up the monotony that was Q3A.

      Correct me if I'm wrong, but wasn't Q3A supposed to be network deathmatch only, with no single player option?

    7. Re:Genius by bung-foo · · Score: 1

      The variety you seek is in the strategies of the people you are playing against and your own.

      Q3 is a super fast paced strategy game.

      Really, what matters in the levels is not what they look like but their structure and how they are fit together internally. I agree that the decorations on the geometry aren't really that creatively or artistically designed but, are you playing the game to look at the wall textures or for the game play?

      If you want beauty, go play Uru ;-)

      This is why I've been playing UT2K4 so much lately. It's core game play (in deathmatch) is almost as honed as Q3's, the maps are well layed out (if a bit gimmicky sometimes) and it has nice colorful environments. UT2K4 suffers from weaponitis though.

      On the topic of "The weapons all work the same, some of them just hurt more." I both agree and disagree. Lets be honest here, in every FPS the only difference between weapons is how you deliver the damage and how much damage they do.

      Different weapons in Q3 work very differently and are appropriate for different strategies / situations. Rail for sniping; shot gun, lightening gun or plasma gun for in tight hallways; RL for open areas; machine gun for plinking from a distance; shotty for close to medium range; grenade launcher for spamming choke points / spawns or bouncing around corners; BFG for when your opponents aren't going to get too close to you.

      One of the things that makes Q3 great is that every weapon is dangerous in the hands of someone who really understands how to use it. Anyone can fly a redeemer into the general area of their opponent, not everyone can juggle their opponents in the air with three or four consecutive rockets.

    8. Re:Genius by JavaLord · · Score: 1

      John Carmack is a Genius in the gaming industry.

      This is the truth. He seems like an all around down to earth guy which makes it even better.

      Quake 3 was by far the best game of its time. Unreal Tournament was fun, but it just wasn't Quake 3.

      I thought Q2 was better than the original unreal, but I thought Unreal Tournament was much better than quake 3. The extra game modes, along with maps with better flow sold me. The best feature of the original unreal tournament was the overpowered guns. All of the guns seemed mega-powerful, and they were a blast to use. I didn't enjoy UT2K3 or 2K4 because they ramped down the power of the guns.

      Note to developers: Guns mean everything in FPS games, powerful is better, and the more variation the better. :)

    9. Re:Genius by EvilBudMan · · Score: 1

      Maybe Q3 had better sound with Trent Reznor, but I seemed to play it a little more than UT. Oh, and free multiplayer gaming on the net. I miss that.

    10. Re:Genius by Ryan+Amos · · Score: 1

      Note to developers: Guns mean everything in FPS games, powerful is better, and the more variation the better. :)

      So true. The weapons put into many FPS games feel way too wimpy. Doom 3 is a perfect example of this; the plasma cannon should have killed the fuck out of most of the stuff in front of you; instead it was basically a slightly better MP5 that fired too fast and didn't hold enough ammo to be genuinely useful. Half the time I ran around with the pistol in that game because all of the guns sucked.

      There's a reason that half the UT servers out there run InstaGib rules. Big guns are fun.

    11. Re:Genius by Anonymous Coward · · Score: 1, Insightful

      UT doesn't hold a candle when we are talking of skill playing. There is no tricks in UT99 and UT2K3 used its photocopier to copy the gameplay of Quake 3 for teh deathmatchs.

      Quake 3 "physics" are just far more subtle than the stupid mods like Assault. Assault is pretty useless and unskilled. It is fun, but there's no real challenge or skill required to play UT99. Everyone but a retard can get a good score at UT99. Only a good player can get a good score at Quake 3.

      Duh, and bots ? WHO FUCKING CARES OF BOT ? The goal of the multiplayers FPS is to be better than your peers. It's about the competition, stupid.

    12. Re:Genius by Lisandro · · Score: 1

      Much agreed. Q3A stayed relevant for years; to this day, you can still find servers with people lining up to play some deathmatch. There's good reason for it.

    13. Re:Genius by Anonymous Coward · · Score: 0

      http://archive.gamespy.com/stats/

      Quake 3 is the tenth most played game online. Enemy Territory, based on the Q3 engine developped in the world of Wolfenstein (Id game) is the fourth most played game online !
      They are always relevent and will be for a few more years.

    14. Re:Genius by pureevilmatt · · Score: 1

      Myself and friends have been putting on LAN parties since about 1997. Q3 was a favourite ever since the first q3test came out. For a while both UT and Q3 were played equal amounts of time, but mostly we still play UT99 because it's more fun. We go back to Q3 if there are girls or n00bs playing, because it's the simpler "steppingstone" game. UT99 is by far the superior to it in every way I can think of: the weapons were more fun and interesting, each one had a "trick", there were multiple firing modes, the character models were better, there was area specific damage(HEADSHOT!), level design was more imaginative, varying levels of gravity within the same level, and countless other things. Despite what you contend, any pro gamer will tell you that UT99 was the game requiring more skill to play, that's a fact.

    15. Re:Genius by Nybarius · · Score: 0

      Anybody else remember playing Doom, Descent, etc. on DWANGO? I followed my FPS addiction from there to Quake I, and then onto Quake II, which remains one of my favorite games of all time. (After the 3.15 patch, the speed-jumping and such made the game very fun, not at all slow like many people's initial impression.) Then Quake III killed the scene by trying to make DM too newbie-friendly. There, I said it.

    16. Re:Genius by shutdown+-p+now · · Score: 1
      Don't get me wrong. Quake 3 was technically superior.
      You mean, graphically superior? Because otherwise that whole UnrealScript thingy was much better than anything Q3 had to offer to the modders.
    17. Re:Genius by GaryPatterson · · Score: 1

      He's a great programmer, does things with graphics that few others can do.

      But he didn't make Q3 on his own, and that plotless wonder sucked. As did Doom3.

      Great engines, very licencable, but I've never enjoyed an id game on gameplay merits yet.

    18. Re:Genius by Cederic · · Score: 1


      Sod skill. If I want skill I'll play real life sport.

      UT was more fun. That's all that counts.

    19. Re:Genius by ponos · · Score: 1
      Now second, Quake 3 was a brilliant engine. However, there was very little game on top of such a beauty. Looking past the aesthetics, it was the same damn thing as Quake 2. We have a gauntlet, a machinegun, a shotgun, a grenade launcher, a rocket launcher, a railgun, and an uber weapon. And everybody used rocket launchers so it didn't really matter anyways. Tack on deathmatch and CTF and you have yourself a rehashed multiplayer FPS. Unreal Tournament had a flurry of guns (I really don't want to list them all), but most importantly, it had unique features. Get tired of domination? There's CTF. Oh wait, CTF is really boring. We have assault. And boy, we have assault.
      First of all, I own UT and UT2004 and have played them extensively. In my opinion, Q3A is still a great game not because of the graphics (which I still find extremely good) but because it is like a sport. You can spend countless hours bouncing a ball and shooting it through a hoop. In the exact same way, IF you enjoy Q3A, you keep playing because of the exceptionally balanced gameplay. The pace is very fast (much faster than UT2003), the movements are "natural" and the basic concept is simple but hard to master. I don't see why you need more weapons or complex game types to make something fun. The basic elements are there and Q3A is still one of the few games I fire up for a quick match once in a while.

      Not all people like Q3A, just like many people don't like basketball or baseball. For those that do like what Q3A has to offer, very few games come close. Trying to make Q3A into something else would simply please a different (not necessarily bigger) audience.

      BTW, I think Q4 is exceptionally good, but I miss the bots. Finding a decent server can be very hard. Being able to play a quick game against bots when a server is not available would be a nice bonus in my opinion.

      P.

  11. Re:Over the hill by BumpyCarrot · · Score: 1

    I tend to agree. The symbolism present in classic Doom and Q1 levels was something that I enjoyed in particular. I guess id picked up its tendency for up-and-down friendships from Trent Reznor.

    --
    Do you see what I did there?
  12. Ancient news by Anonymous Coward · · Score: 0

    Dear god, this was in PC Gamer like 6 months ago!

  13. Re:Thank you John Carmack! by the+dark+hero · · Score: 1

    I live in Id Software's hometown. If you want i can go stalk him for you ^_^

    --
    You constantly struggle for self improvement - and it shows.

    Hooray for bad Engrish on fortune cookies

  14. So how long ... by yeremein · · Score: 2, Insightful

    ... before Creative Labs asserts a patent over this?

    1. Re:So how long ... by Anonymous Coward · · Score: 0

      Better yet, how long before a Creative fan boy comes along to "set you straight"?

    2. Re:So how long ... by Anonymous Coward · · Score: 0

      SGI already does. If I don't miss my guess, the technique they're using is one called "clipmaps" that I seem to recall was patented by SGI, back in the day enough that it may even be expired now.

    3. Re:So how long ... by 49152 · · Score: 1

      IANAL but I have spoken with some of them regarding things like this.

      The possibility for a patent might be severely limited now, unless they already have filed for a patent.

      You cannot get a patent for publicly know thecniques, at least your not supposed to. So by giving this much details out in public, pretty much blows any patentability out of the water.

  15. Why not go procedural? by thatguywhoiam · · Score: 4, Interesting

    This is a very interesting technique for realistic terrain, but I wonder what advantage this approach would have over procedurally rendered textures? I very much like the idea of being able to (effectively) zoom infinitely into a texture being 'generated' as opposed to 'drawn'... and the strengths of modern consoles play to this procedural generation quite well (PowerPC chips, Cell chips). Maybe thats why Carmack isn't so interested?

    --
    If Jesus wants me it knows where to find me.
    1. Re:Why not go procedural? by Anonymous Coward · · Score: 0

      Because procedural texturing doesn't do what they want? Procedural graphics basically mean 'vector art'. If you're going for a stylized look it might work fine, but at least today, you can't beat raster textures for photorealism.

    2. Re:Why not go procedural? by DanHibiki · · Score: 0

      Procedurals normally do not look good as a rule. They tend to have a certain pattern and unrealistic aspect to them. It's much better to produce terrain through ... well something as detailed as an aerial photo.

    3. Re:Why not go procedural? by Surt · · Score: 2, Informative

      I think the main disadvantage of procedural texturing is that it limits the precision of control the artists can achieve. For many photorealistic situations artists really just want to be able to slap enormous textures that are hand painted for a precise effect, but are generally limited by the max texture size.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    4. Re:Why not go procedural? by Anonymous Coward · · Score: 1, Insightful

      Even if they have a procedural texture, you still need the technology to display it, which is what Carmack is working on.
      It doesn't matter where the texture comes from, once it is generated it is too large to be displayed by current hardware.
      Unless of course you are talking about contantly rendering the terrain, which I know I don't have the processing power to do.

    5. Re:Why not go procedural? by samael · · Score: 1

      Procedurally generated stuff is fine for graphics, but when it comes to interaction between players and the world you want everyone to have the same experience, otherwise multiplayer becomes a synchronisation minefield.

      Which means that you'd need to lock everyone down to a lowest-common-denominator level of generated world, to ensure that all machines could handle it in the time you had.

      I also suspect that games designers want more control over the way things look than procedural effects would give them. If they want a particular curve/angle then they want to be able to go in and touch it up by hand, not play with procedural effects until they get something that's close to it.

    6. Re:Why not go procedural? by Nahor · · Score: 2, Informative
      Procedural texturing is another form of texture compression. The advantage of procedural textures is that it take less space than regular bitmap textures and you can have some sort on uniqueness (no repeating pattern). But it's still an automated rendering and thus has limitation.

      - you still don't get full control on the look. If you want to add a rabbit hole texture in a particular area, you still have to create a polygon just for it or do some other texture trick to add that texture over the normal grass texture that surround the hole.
      - and you still have to deal with seams when two texture has to be merged, like moving from a grass area to dirt area.

      With the Mega Texturing, the artist can paint the rabbit hole and the seams just as he wants. He is limited only by his imagination.

    7. Re:Why not go procedural? by azuretek · · Score: 1

      As someone else mentioned, it's really about the tools to create this. If you have a nice 3D environment to generate these maps then it wouldn't be a problem. If you don't like the way it looks you go in and change it, you don't muck around with a bunch of math to come up with it. You make an editor to allow you to do it how you like.

    8. Re:Why not go procedural? by TomorrowPlusX · · Score: 2, Insightful

      Artists.

      Procedural is great, when you're talking about certain types of things ( say, fractally generating displacement maps for terrain ), but isn't going to help when you want, for example, foot prints, blood spatters, graffiti, cigarette butts, candy bar wrappers, etc etc. Artists can do all this, and can do it well. Who cares how far you can zoom into, say, a ceramic tile texture if it's just a ceramic tile texture? With this mega texture, artists can make each tile slightly different and can put in indivudal scratches, bloody handprints, and so on.

      You'll never eliminate the role of artists in this work. Technology is acting, here, to make it easier for them to do a really good job. And really, isn't that what tech's about?

      --

      lorem ipsum, dolor sit amet
    9. Re:Why not go procedural? by nEoN+nOoDlE · · Score: 1

      Maybe it doesn't look as good in the end? for a realistic procedural texture, you're going to have to add a lot of layers to make it look any decent. It's much less processor intensive to create a raster image with all of those layers already combined. Also, with raster, there is the ability to fine tune where you want, say, a specific clump of dirt to show up. Maybe you want more dirt to pile up in the corners of a room compared to the middle. This would require some sort of raster image to define areas where you want the procedural dirt layer to show through.

      This is at least the case in pre-rendered 3d animation, I don't know if the case is much different for real-time effects, but I don't see why it would be.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    10. Re:Why not go procedural? by 91degrees · · Score: 3, Insightful

      Indeed. I'll disagree with every single reply so far, and say procedural textures can look very good, especially when used in combination with bitmaps. Perlin noise can be used to make all sorts of textures, such as the usual marble, or more interestingly, granite, woven fabric, fur, rust, wood. Anything rough and irregular. Modern graphics hardware can do a lot of work on a per pixel basis, although at the moment, perlin noise generation is a bit slow. These things really need to have decent noise generation built in. The other bonus is that you get a third dimension thrown in for free.

    11. Re:Why not go procedural? by spun · · Score: 1

      I don't understand why foot prints and blood spatters can't be rendered procedurally. Those would be the easiest things to do in code. Cigarette butts, candy bar wrappers and graffiti would be better off as textures, but blood spatters and footprints? Those cry out for procedural rendering, much the same way as trees and other plants do. As a bonus, if you have a procedure for rendering blood spatters and footprints, you can use it to add new blood spatters and footprints.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    12. Re:Why not go procedural? by smug_lisp_weenie · · Score: 4, Informative

      John C is highly opposed to procedural textures. His thinking is that it requires that programmers act as artists. MegaTexturing allows artists to use their favorite tools to create their textures without worrying about programming or whether a certain effect is supported by a specific procedural language.

      I agree with him.

    13. Re:Why not go procedural? by shmlco · · Score: 2, Insightful

      Depends entirely on what you mean when you say "the same experience". In a multiplayer game, we could both be running down the same corridor, the walls of which on your high-end machine looks like procedurally dented brushed aluminum and on my lower-end machine looks a flat gray.

      As such, we can both be chasing the same demon down the same hallway, having the same experience, without having to see the same exact thing, just as your running at 1024x768 doesn't impact my running at 800x600.

      --
      Any sect, cult, or religion will legislate its creed into law if it acquires the political power to do so.
    14. Re:Why not go procedural? by samael · · Score: 1

      Except that he's using MegaTexture for more than the looks - it also defines things like the material that the areas are made of, which affects traction and the like.

    15. Re:Why not go procedural? by 91degrees · · Score: 1

      And you still use texture for the materials! Nobody would plan to apply a single procedural texture to the entire game. You just need to use a lower resolution material map to determine which procedural texture is used where and what the materials are made from.

    16. Re:Why not go procedural? by samael · · Score: 1

      But if you're calculating it you either need something that's so simple to calculate that even slow machines will calculate it quickly enough to match with the fast ones, or you're going to have different results for different users from the physics engine in multiplayer

      Either case sounds bad to me.

    17. Re:Why not go procedural? by saltydogdesign · · Score: 1

      Not sure anyone else has mentioned this, but unless your procedural is generated once and then kept as a bitmap in memory, you can't make spot modifications to it. With this technique, you can keep every footprint or scorch mark that is created during the game -- all you have to do is modify the bitmap in memory, no additional resources used.

      --
      // This is not a sig.
    18. Re:Why not go procedural? by 91degrees · · Score: 1

      Even if you do it that way, you only need an acurate calculation for the bit of ground that the player is interacting with.

    19. Re:Why not go procedural? by samael · · Score: 1

      Nope, you need it for anything that's being calculated on their machine - including other objects being moved around, other people's movements if affected by gravity, etc.

      Now, most of that may then be recalculated by the server and resent, but that's going to lead to lots of resynching and things jumping about if you're not very careful.

    20. Re:Why not go procedural? by 91degrees · · Score: 1

      The point is, that you're not going to do a per pixel operation for every pixel on the screen for physics.

      Also, you don't even need to do the graphics calculation at all. The pixel operation to perform is determined by a low detail map for that area. The physics to perform is decided by a low detail map for that area. You just read from the map.

      If you really really want to do a completely procedural landscape, then you only need to consider the small areas that are being used for physics. Any area that's being shot at, any area occupied by a player or a movable object. That's a very small number of areas to calculate compared with the million or so on screen.

  16. On Carmack by Anonymous Coward · · Score: 2, Insightful

    Carmack is really good as a person who pushes teh technology.

    As a game developer, though, it's just not there. anytime I hear about an id game now, I just wait until someone brings out a truly great game using the engine that Carmack has developed.

    Seriously - let's review teh last few: Doom3? Enter room. Kill. Lights go out. Kill more. Repeat. Q3A? See also: UT Q2? See Q1. then the origin Doom games. Then Wolfenstein.

    id software make great tech demos. Not great games. Beyond the engine, id's games do nothing that hasn't been seen in all the other clones. They get a pass on gameplay though, strictly on name.

    1. Re:On Carmack by Anonymous Coward · · Score: 0

      You should look out for that game then. Carmack only did the engine here. It's Splash Damage the authors of Wolfenstein: Enemy Territory who did that game.

    2. Re:On Carmack by aCapitalist · · Score: 1

      Carmack is really good as a person who pushes teh technology.

      As a game developer, though, it's just not there. anytime I hear about an id game now, I just wait until someone brings out a truly great game using the engine that Carmack has developed.


      Yes, I'm surprised that they thought nostalgia would make Doom3 a hit. In fact, there was supposedly quite a bit of internal turmoil regarding on whether to even do a Doom3. I can't find the link right now because I originally got it off of Brian Hook's web site forums, but apparently one of the long-time co-owner artists got fired from id and is now suing id. This might have had something to do with a buyout from Activision, but like I said, I can't find the link right now.

      In any case, it seems that Id really needs a big hit in the next 4-5 years to stay relevant, unless Carmack and company are happy doing engines and tech demos. I wonder if they could pull off a planetside (FPS/MMOG). But let's hope that they're not thinking about another corridor based FPS.

      It's not 1994 anymore when Carmack was the God of software rasterization.

    3. Re:On Carmack by kimvette · · Score: 3, Interesting

      One game I'd love to see is Hexen III. For the time, the graphics in Hexen II were incredible and the gameplay was great - there was more focus on solving the puzzles (how the heck do I get out of this level) than there was on killing. Sure, there were plenty of monsters to kill but the, er, mazes seemed more intricate in Hexen. I don't recall whether that was just due to the different visuals or if it actually was the case. I've actually been playing the old Id games again in order (Doom, Doom II, Final Doom, Heretic, Hexen, etc) and find Heretic and Hexen more entertaining than Doom.

      --
      The Christian Right is Neither (Christian nor right). See: Matthew 23, Matthew 25, Ezekiel 16:48-50
    4. Re:On Carmack by Anonymous Coward · · Score: 0

      id will always be relevant. John Carmack is the closest thing to a rock star that video gaming can claim.

    5. Re:On Carmack by aCapitalist · · Score: 2, Funny

      One game I'd love to see is Hexen III.

      My wife still laughs when she remembers turning me into a chicken.

    6. Re:On Carmack by Anonymous Coward · · Score: 1, Insightful

      id's future looks bleak to me as well. But the problem isn't with Carmack. Carmack is to a game what a camera manufacturer is to a movie. A better camera will open up more options to a director or cinematographer, but it's still up to the director to make compelling art or entertainment.

      The problem is, id seems to be lacking in the art/entertainment talent space. Doom3 almost ignored any gameplay innovations and improvements made in the past 10 years, even if you limit the comparisons to just FPSs. I guess that's ok if Doom3 is a remake of Doom, but it didn't make it a compelling game for me. In fact, if there weren't such hardcore id fans out there, Doom3 probably would've been a financial disaster.

      The lack of artistic talent would be ok if all id did was sell their engine, but even in this space, they're getting beat by the Unreal, and Source engines, not to mention more general middleware like Renderware.

    7. Re:On Carmack by Fusen · · Score: 1

      what about Return to Castle Wolfenstein and Wolfenstein: Enemy Territory? they aren't exactly the type of game you listed above

    8. Re:On Carmack by TomTheHand · · Score: 1

      They weren't made by Id, either.

    9. Re:On Carmack by Anonymous Coward · · Score: 0

      i always figured there games for sales demo's for the engine. All iD games go like this: thing move;shoot;open next door; look for movement;thing move;shoot;open next door;etc
       
      even though i played doom 3 all the way until the end, only the larger creatures were really interesting, imps and zombies moved in such a way that after a few i picked it up and found them easy as pie, jumping out of just opened doors stopped making me jump after a few, cause they are behind most doors, it turned into - open door with shotgun out and fire immediately, i think i was scaring the imps more. repitition is not scary in a horror theme. i would like to say that to hollywood too.

    10. Re:On Carmack by NFNNMIDATA · · Score: 1

      Heretic was the bomb, when they did Heretic II 3rd person I couldn't get into it though. Hexen was also greatness, especially in co-op mode. The weapons in those games were actually fun to use. Memories...

    11. Re:On Carmack by Anonymous Coward · · Score: 0

      Just a nitpick to support the original AC: the Heretic/Hexen series of games were developed by Raven Software (the same group behind the Star Trek: Elite Force series, Quake 4, the Soldier of Fortune series, a handful of Star Wars games, etc.)

      In that respect, the grandparent was right (and you've inadvertently confirmed it) -- the iD games make great tech demos, but the engines are better exploited by third party developers like Raven.

    12. Re:On Carmack by AngryElmo · · Score: 1

      You might be interested in this total conversion for D3 then. Hexen:Edge of Chaos. http://edgeofchaos.planetdoom.gamespy.com/news.htm
      It is taking them a long time to get this ready, and they had a setback with the loss of a few team members, but they seem to be picking up pace again. They even have the tacvit approval of Raven to do this...

    13. Re:On Carmack by TomTheHand · · Score: 1

      Nope. Made by Gray Matter Interactive. It's a perfect example of what the parent is talking about: "anytime I hear about an id game now, I just wait until someone brings out a truly great game using the engine that Carmack has developed." Quake 3 was a shallow piece of crap, but Gray Matter made a solid game from the engine. Of course id was involved, Wolfenstein being their license, but they didn't develop the game. Id hasn't developed a solid game in almost ten years.

    14. Re:On Carmack by kimvette · · Score: 1

      Niiiice. Thanks for the link! You're my hero! :)

      --
      The Christian Right is Neither (Christian nor right). See: Matthew 23, Matthew 25, Ezekiel 16:48-50
  17. Re:Large textures? No. by Anonymous Coward · · Score: 0

    I guess I can!

  18. We're doooomed! by Anonymous Coward · · Score: 0

    Reading the headline minutes after reading this sure got a chuckle out of me.

  19. FarCry/KryTek had this first by simon_hibbs2 · · Score: 0

    >Q10: Why do you think other developers haven't done anything like this before?

    FarCry had a very similar technology, which is what allowed it to render vast outdoor spaces at a time when DOOM3 was retricted to claustrophobic dungeon-type environments.

    To be fair to Carmack I have read that he's aware of this and mentioned CryTek in an interview where MegaTexture technology was discussed.

    Simon Hibbs

    1. Re:FarCry/KryTek had this first by Hays · · Score: 1

      Can you explain exactly what these engines are doing? I read this article and it's not very specific. How does it allow you to approximate an arbitrarily large and detailed texture? How is it fundamentally different from the swapping schemes he mentions?

    2. Re:FarCry/KryTek had this first by NocturnDragon · · Score: 5, Informative

      + 5 informative? Mod the parent down! Sure, Farcry uses one giant lightmap for the whole island but it stores the texture in memory all at once, this is not what Megatexture is all about. For all the rest Crytek uses up to 8 layers of alpha blending, but you still use tiled textures, you cannot paint one big texture on the whole level terrain. Check your facts before posting.

    3. Re:FarCry/KryTek had this first by hemebond · · Score: 1

      ... at a time when DOOM3 was retricted to claustrophobic dungeon-type environments.

      Doom 3 is not restricted to claustrophobic dungeon-type environments at all. The game was built to the design they had made, and to accomodate the power of PC's at the time.

  20. Good thing it wasn't called by Anonymous Coward · · Score: 0

    Epic MegaTexturing, because the Unreal people wouldn't find it very funny.

  21. Optomized? by Anonymous Coward · · Score: 0

    Dynomite!

  22. Variation on a theme by Ford+Prefect · · Score: 5, Interesting

    Uniquely texturing entire terrains sounds pretty cool, but the concept isn't entirely new - just an evolution on an already-existing idea.

    I think the Myth RTS games from Bungie used very large textures for the terrain, and this moved on to Halo - terrain there is drawn using a large, low-resolution texture - the red, green and blue channels are used for the colour, while the alpha channel is used to determine which of two detail textures should be used - e.g. grass or sand. It works quite well. I think Far Cry does something similar, but more advanced still.

    The former are still low-resolution, though - but the not-a-game Celestia has 'virtual texture' support, for rendering silly levels of detail on planet surfaces. Like, up to 128k by 64k pixels. The textures are split into many, many files for each level of detail, which are streamed in from the hard disk when required. Works fairly well.

    Combining the two approaches, though, seems very new - the 'Mega Texturing' from John Carmack is probably dramatically different from an implementation point of view, and sounds rather interesting at any rate - the description of the upgraded, non-Quake-Wars version makes it sound like it could uniquely texture a whole world beyond just terrain, so could work for simulating real cities, as opposed to smoke-and-mirrors game cities.

    I'm sure he talked about this in a .plan thing some years ago - anyone want to find it?

    --
    Tedious Bloggy Stuff - hooray?
    1. Re:Variation on a theme by Anonymous Coward · · Score: 0

      AKA DOT3 texturing... unfortunately it's limited to 3 different textures. The nearby terrain tiles must also have the same 3 textures, otherwise it'll fuck up. Completely useless unless 3 textures are enough for your needs.

      Sand, snow, grass, concrete.. whoops.

      Farcry (probably) uses a pixel shade program to blend textures together. Which removes the 3 texture limit, but you're still tiling textures.

    2. Re:Variation on a theme by wezelboy · · Score: 1

      Yes, the Myth games definitely used such a scheme.

      Carmack noted "With the technology in Enemy Territory: QUAKE Wars, there are some issues with deforming the texture coordinates too much. You'll get areas that are blurred more than you would expect with a conventional texturing, and that's something that's fixed in my newer rev of technology."

      Reminds me of the blurry cliffs in Myth.

    3. Re:Variation on a theme by UnknownSoldier · · Score: 1

      Thx for the info on Halo (1) texturing!

      Anyone know of good approximiations or solutions to the 'over-hanging cave entrance' problem?

    4. Re:Variation on a theme by GaryPatterson · · Score: 1

      Do you mean when you want to use a simple heightfield in a way that it can have two Y values at a single XZ coord pair?

      Why not have a 3D object that looks like a cave entrance, and use portal rendering to put the cave inside it? Or dropt he heightfield model altogether and use a full 3D mesh (ugly!)

      Good luck with it. These things can get very tricky very quickly.

    5. Re:Variation on a theme by UnknownSoldier · · Score: 1

      Hey Gary, thx for the stimulating discussion! You've given me some good ideas to think about.

      I'm thinking of how to efficently represent and render the worst case -- some canyon wall, which has tons of entrances / crevices.

      Initially I was thinking of doing some sort of texutre uv-unwrap, but applied to vertices (so you could have 2 or more values sharing XZ coords), but the cave entrances shot that down.

      I guess there are only really two ways to do this...

      1) Heightfield + 3D object(s) for each cave entrance. i.e. Morrowind. Since you typically don't have too many entrances all in one place, this is a good solution. The only problem heightfields have is range (or the lack of it I would say), due to being quantized at 8 or 16 bits, meaning mountains are never really "HIGH". (World of Warcraft actually has the first 'valley' that I've been impressed with on the Horde side.) I'm wondering if one could do dynamic ranges, say, each chunk has a base altitude; the only problem I see is the chunk edges and avoiding 'cracks', but certainly doable, since sea-level tends to be 'localized.' i.e. You don't have too many mounatins on the prairies. Heightfields just have far too many advantages to give up -- especially easy texturing, and geo-morphing is easy to do such as ROAM or something similar.

      2) Proper 3D Mesh, which isn't _too_ bad; the advantage is the entrances look more "natural." The big problem I see is the CV checks, but isn't this the same problem with case (1) object?

      Aside, you still have to page in chunks of the terrain, which isn't complicated. Now, since you are paging in chunks, you could effectively treat each chunk as a heightfield, since that is the majority of the cases -- which has the propery of being fast and easy to render and do collisions on.

      Interesting that we could reach a 'common case'. The other neat thing is that the geo-morphing is independent of the terrain representation, which is pretty cool. (Or course you'll want to use continious LOD if using heightfields via bin-trees or quad-trees, etc. or progressive meshes if using 3D models.

      I was hoping to hear of a 3rd solution, but I just don't see one.

      Thx for the reminder about portals! I see the cases ranging from 0 portals ... N portals, but effectively they are really the same thing.

      1) One big "Full" 3D Mesh, from terrain to cave insides. But since the terrain needs to be broken up, for the Scene Graph, might as well put a portal between the two terrain ojects, since the cost isn't that expensive.

      2) Go portal crazy. Halo, Quake, UT, etc use portals to speed up rendering, so it looks like this is the 'best' solution so far.

      Since a big part of render management is about partitioning / caching, portals are a natural way to help support this.

      The other real issue is texturing. The simpler it is, the easier it is to work with, and faster the artists can make it look good. The question is, does 'simple' have enough detail?

      Guess I should check out how Halo maps are created.

      All good stuff to think about...

      Cheers

    6. Re:Variation on a theme by GaryPatterson · · Score: 1

      That's a lot more reply than my post deserved!

      Perhaps you could look at some sites like...

      http://www.gamedev.net/community/forums/forum.asp? forum_id=12
      (good place to ask questions about graphics programming)

      http://www.vterrain.org/
      (very interesting stuff here, lots of theory in the rendering section)

      I hope you get some better answers than I can give. My own terrain engine is much simpler in scope, although possibly wider (rendering planet-sized maps for an RPG in real-time) and I'm yet to come to this problem. When I get there, maybe I'll read how you solved it!

      As an aside, after reviewing ROAM and all sorts of CLOD algorithms, I've decided to go for a completely GPU-based approach. Split my world map (about 5000km squared at 1m resolution) into chunks of 1025m squared, which can be low-res (33x33 vertices, good for distant scenery) or high-res (1025x1025 vertices, with a low-res version as well). Each high-res chunk is then split into patches of 33x33 vertices. I keep nearly all of my patches and low-res chunks on the GPU, and create a list of ones I want to render using the CPU (frustrum cull, simple horizon occlusion). I then just step through the remaining patches and render each.

      CPU load is as close to zero as makes no difference, leaving more time for AI and world management. The GPU needs a good bit of memory, but rendering is very fast using VBOs and static geometry. Also, every patch and low-res chunk shares the same triangle design, so I re-use the vertex index list, saving some memory.

      It's early stages yet, but it's looking good.

      Again - best of luck with your efforts.

  23. But don't forget the game by Midnight+Thunder · · Score: 1, Insightful

    High quality graphics are great, unless in the process the quality of the game ( story, environment, gameplay, etc) is forgotten. I would rather average graphics and great game-play, over average game-play and great graphics.

    --
    Jumpstart the tartan drive.
    1. Re:But don't forget the game by Winterblink · · Score: 1

      Right, but they're not making a game, they're making game technology. The end result of most FPS engines nowadays is not a single game, but a game engine that can be licensed. They make the tools, someone else delivers on the other things that make the game important.

      Not a bad way of doing it really, when you don't have to care as much about the technical side, the artistic side benefits. Hopefully. :)

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
    2. Re:But don't forget the game by Anonymous Coward · · Score: 0

      Great graphics with great gameplay used to be the norm at one point in time (SNES/N64 era) because a company that was putting the effort into making the game great also put the effort into making the game look great; I'm not so sure this is true anymore. Now (with some very famous exceptions) I'm more convinced that the better a game looks the more generic the game is and the more static the environment is.

      Take FEAR as an example (I'm not saying that FEAR is a bad game but it does demonstrate what I am talking about). FEAR is one of the most beautiful games on the market today but is (one of) the most static first person shooters produced in the last decade; very few objects are destructable, and nothing is moveable (even if it has wheels). You may claim that this has nothing to do with graphics but you'd be wrong. FEAR uses volumetric lighting which produces highly realist lights in static environments and it also makes heavy use of Normal Maps and Material Shaders which are typically used on top of low-polygon models (as in 12-24 polygons per crate); the volumetric lighting mean that anything that is large enough to have a noticable effect on lighting has to be static, and the low polygon count can not be deformed (easily) in a realistic way.

    3. Re:But don't forget the game by Burning1 · · Score: 1

      You will always have both. Software develops on a cycle: Every so often a company can release an eye candy game. After that, everone competes on story and gameplay because the eyecandy becomes accepted as normal.

      Back when 3D acceleraters were just becoming common, there was a pretty big concern in the gaming industry about the loss of gameplay. We get used to the graphics, and we get over it.

    4. Re:But don't forget the game by Anonymous Coward · · Score: 0

      Kind of like Star Wars?

  24. Yep by thatguywhoiam · · Score: 3, Insightful
    Yeah, but would you really want to shoot or hack and slash a photo-realistic character for fun? That's pretty sick (IMO).

    I want the option. Not specifically for the gore, but to know that level of detail is possible.

    --
    If Jesus wants me it knows where to find me.
  25. too bad by SQLz · · Score: 0

    I've already patented placing any texture on any polygon.

    1. Re:too bad by kimvette · · Score: 1

      I claim prior art, based on my use of crayons on colouring books when I was two years old.

      --
      The Christian Right is Neither (Christian nor right). See: Matthew 23, Matthew 25, Ezekiel 16:48-50
  26. patent? by joevai · · Score: 1

    What I want to know is whether or not ID will patent this technology, and of course as to whether it actually is patentable. I know John is a major advocate of abolishment of software patents (he famously drew a parallel between software patents and being mugged), but surely with new technology like this he's put in a position where if he doesn't patent it other people will.

    The question is: can using a very large texture with fragment shaders on top be patented? I'm not qualified to answer that but if so surely John & ID are put in a difficult position.

    Personally, I think software patents are a terrible thing, which could potentially leave software innovation in the hands of the few largest most litigious software companies in the world which benefits nobody (except their stockholders).

    Great idea though John!

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

      Carmack has traditionally been very much against software patents, iirc he threatened to leave id when others in the company were trying to pressure him into patenting his work.

    2. Re:patent? by Ohreally_factor · · Score: 2, Informative

      Uh, by discussing the technology (in interviews and such), he's putting it out there into the public. He's publishing his idea. Thus there is the record of prior art if anyone tries to patent it.

      You really owe it to yourself to understand what patents are all about, even if you never ever plan on applying for one.

      --
      It's not offtopic, dumbass. It's orthogonal.
    3. Re:patent? by joevai · · Score: 1

      I was under the impression that prior art was only established if you actually file for a patent. Otherwise why would anyone bother filing patents? Additionally, as he says in the article plenty of other people have used the technology, effectively establishing prior art themselves.

      You really owe it to yourself to actually read TFA :-)

    4. Re:patent? by Creepy · · Score: 1

      I suspect the idea would be difficult to patent due to a number of very similar techniques, but I've seen sillier things patented. About the only thing unique is the way the arbitrary texture is handled.

      First of all, I'll point out a 32000x32000 texture is 3 (no alpha) or 4 (with alpha) GB of memory - too much for RAM in most cases, much less for VRAM. The only way to load such a beast is to grab a chunk of it (but, as he specifies, not pre-chunking the data). This is nothing new as far as a technique - people have been doing it with terrain height maps (vertexes) for years - he's just applying it to the surface texture. The new aspect, if I read into this correctly, is that the fragment shader determines the detail level it needs and loads the correct pixels of the texture appropriately. The shader would need to determine max detail level (texture size to load) and coordinates and load that into VRAM. A gray area is that I'm not sure if it would generate MIP maps in the new texture or simulate them in the shader (depends on the speed of hardware MIP mapping). Another gray area is whether the loading would be sped up by bit shifting and only loading the parts needed or completely replaced. Still, all the techniques are old, only the way they are put together is new.

    5. Re:patent? by babbling · · Score: 2, Informative

      Prior art is when something has already been invented, regardless of whether or not anyone has tried to patent it.

      Usually, (I think) inventions are supposed to be kept secret until a patent application has been lodged. I might be wrong about that, and inventors might have some time limit within which they must lodge a patent application after having gone public with their invention.

      It is certainly not the case that prior art is only established when a patent has already been applied for, though.

    6. Re:patent? by Ohreally_factor · · Score: 1

      There's basically three things you can do with an invention:

      1) Keep it a secret
      2) Release it to the public domain
      3) File a patent.

      By filing the patent, you are actually releasing the info to the public, but in a special way that gives you a monopoly on your invention for a period of time.

      To release an invention to the public domain, you basically don't do 1) Keep it a secret. Publishing is the most efficient way of doing this.

      I actually did RTFA. =) Sorry if my urging you to learn more sounded negative. It wasn't meant to be.

      --
      It's not offtopic, dumbass. It's orthogonal.
    7. Re:patent? by Paralizer · · Score: 2, Interesting

      There are movements out there (first that comes to mind is one dealing with OSS) that seeks to patent as much software techniques as they can. The motivation behind this is to patent some new technology before anyone else can, then freely allow everyone to use it without limitation. This seems to me to be a great idea, effectively nullifying software patents, and I think I would look into this if I came up with something equally as impressive as John has.

      I'd hate to see John get into another pickle where he comes up with a great new method (Carmack's Reverse), only to find some other company (Creative in this case) holding a patent wanting to negotiated some ridiculous deal to allow him to use a method he independently discovered. Where's the logic in that?

    8. Re:patent? by ClamIAm · · Score: 1

      I really don't think they'd patent it. In TFA, he's saying things like "I'm surprised nobody's done this" and "it's really not that big of a deal".

  27. Finally by LoonyMike · · Score: 0

    The development of Duke Nukem Forever can now continue. Believe me, it'll be worth the wait, when you see the results.

  28. I think this is good by Anonymous Coward · · Score: 0

    I'm all for the "optomized" version, it will "definately" look better, and we "wont" even "loose" quality. I think all of the programmers will adopt it; "there" sure "too".

    I want a job where accuracy doesn't matter... just like the Slashdot editors - where do I apply?

  29. Gameplay needs innovating. by MaWeiTao · · Score: 2, Insightful

    This is neat. It's been a shortcoming I've noticed in most games, where landscape textures tend to be lacking.

    However, what we really need is gameplay innovation. Actually, what we really need is for developers to stop making every last first person game a damn shooter. Can't they do anything else with a first person perspective. The potential here is enormous and yet it looks like developers have a fetish with gunplay.

    There have been games with potentially strong storylines that get mired down by this nonsense. There's little discovery and certainly no problem-solving. These games come down to who has more firepower and occassionally discerning some basic pattern in enemy movement.

    Maybe the problem is that these developers invest so much energy in graphics that there's little room to refine the other aspects of the game. Or they just think that the consumer doesn't want to do anything other than destroy things and kill people.

    1. Re:Gameplay needs innovating. by Digital+Vomit · · Score: 1
      However, what we really need is gameplay innovation. Actually, what we really need is for developers to stop making every last first person game a damn shooter. Can't they do anything else with a first person perspective. The potential here is enormous and yet it looks like developers have a fetish with gunplay.

      The answer to this, if I may quote the character of Michael Scott from the US version of The Office (fantastic show, BTW):

      "What is the most exciting thing that can happen on TV or in movies, or in real-life? Somebody has a gun. That's why I always start with a gun, because you can't top it. You just can't."

      Life starts to make a lot more sense when you realize Scott Adams' PHB and The Office's Michael Scott are not charicatures...

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    2. Re:Gameplay needs innovating. by Solr_Flare · · Score: 1

      You have to remember though that Carmack's specialty is in designing graphics engines. And, in this area he really is quite good at what he does. While I certainly agree with you that gameplay is an area that needs substantial growth in this industry, as Carmack put it himself, he doesn't really design the gameplay anymore, he just makes engines for people to use. Despite the need for much more varied gameplay concepts, people like Carmack and what they do are still very important to the industry.

      By designing new tools and methods to display all types of graphics, graphic's designers help to open up things more for the gameplay designers. And, for companies like Id that liscence their engines, it allows designers to get all the visual tools they need right out of the box, so they can spend more time on the actual gameplay and design of the game itself.

      --
      You are who you are, let no one tell you different. But, never close your mind to a new point of view.
    3. Re:Gameplay needs innovating. by Anonymous Coward · · Score: 0

      what we really need is for developers to stop making every last first person game a damn shooter. Can't they do anything else with a first person perspective. The potential here is enormous and yet it looks like developers have a fetish with gunplay.

      No, what we really need is for Slashbots to stop being selectively blind. How you can seriously claim that every single first-person game is a "shooter" made by people with a "fetish with gunplay", when all the biggest-selling first-person games of recent months have been huge RPGs without a single gun in any of them, I don't know.

    4. Re:Gameplay needs innovating. by iamlucky13 · · Score: 1

      Hearing him talk about this, I immediately think about the level in Half Life where you're walking along the cliff with all the ladders and that stinkin' helicopter popping out to shoot at you. Just the same red rock repeating every couple of feet. Really, there were two other things that made it feel fake though. The first was the simple geometry of the cliff face. The second was the fact that it relied on the skybox to draw the bottom of bottom of the canyon. Too much discontinuity. Having an open floor like that is pretty uncommon, though. The Quake screenshots in the article didn't jump out at me for their mega textures. They caught my eye mostly because of the detail of the models and the map (the lighting helped too).

      More directly to your comment, though, I think it's more a matter of the first person perspective fits the shooter genre best rather than a fetish with gunplay. First person on a 1024x768 screen tends to result in tunnel vision but its very precise and personal. The 2nd person, like in Grand Theft Auto, gives more situational awareness, but at the cost of precision (crosshair movement is somewhat awkward, it's harder to tell exactly where your next step will land, and the camera is often interfered with by objects immediately behind the character).

      Games like Myst go a long ways with graphics but ditch the shooter story in favor of puzzles. I think Myst has a first person mode, too (I've never played it, but one of my friends was big into it). It looks like a pretty engaging game that could definitely benefit artistically from this mega texturing.

    5. Re:Gameplay needs innovating. by Anonymous Coward · · Score: 0

      The first lesson I learned in drama class at university was that drama exists only in conflict. And it is only in the context of conflict that stories are interesting. There are, of course, many different types of conflict. But if you watch a modern movie, you'll notice they start off with some conflict immediately. This is especially obvious with the action / adventure types, you'll notice that they start off with a fight scene. James Bond movies are the archetype of this sort of thing. The point is to immediately engage the audience. Combat is a very simple and hence accessible form of conflict. For the very same reason, FPS is a very successful genre because the conflict is very direct, simple and understandable. The challenge for FPS is adding depth to the conflict, which by it's simple nature is implicitly limited.

      For truely great gameplay, I think that they need to follow the formula of truely great theatre and address the conflict within: "man against himself". That being said, I have _no_ idea how this kind of conflict could be realized in a game. I'm looking forward to seeing it when someone else figures it out though.

  30. Re:Thank you John Carmack! by drewzhrodague · · Score: 1

    Heh, no need for stalking, but perhaps you could buy him s stiff drink for me? hehehehe!

    --
    Zhrodague.net - I do projects and stuff too.
  31. Voxels by DanHibiki · · Score: 1

    What ever happened to voxels? Remember games like Deltaforce, Comanche and Werewolf? That was back in the days when CDs were the big thing and those terrains looked beautiful, and I'm sure with a bit of research were also destructible. Think about it, terrain that will actually explode.

    1. Re:Voxels by Skraut · · Score: 1

      Voxels died because they couldn't be 3d accelerated. When every gaming junkie just dropped $450 on the latest graphics card, they wanted to play games that actually used the card they bought.

      A shame too, I liked voxels.

      --
      Introducing Microsoft Vacuum 1.0 The first Microsoft product that doesn't suck.
    2. Re:Voxels by Anonymous Coward · · Score: 0

      Actually, Shader Model 3.0 has support for voxels. Maybe we'll see NovaLogic do some magic in the next gen with that. Also, voxels are widely used in medical imaging (3d sonograms and the like), so they're not totally dead.

    3. Re:Voxels by DanHibiki · · Score: 0

      they had a couple of cards that accelerated voxels, and they were damn fast too. And look at how good it looks:
      http://www.osnews.com/img/10607/Voxel_world.jpg

    4. Re:Voxels by Goaway · · Score: 1

      Actually, at least Delta Force: Land Warrior used hardware-accelerated "voxel" landscapes.

      (None of them were ever "voxel" landscapes. Voxel graphics are quite different from the height fields used by the Delta Force games, but the name has stuck.)

  32. I've actually been thinking on this a lot myself by phorm · · Score: 1

    While I've been extremely time-limited lately, I've always wanted to get back into playing with 3d development and I've been looking a lot at sci-fi space-based games. In terms of visuals, one of the biggest problems I've had with many of the ones currently available, is that space games generally tend to go with the "large and looming" aspect. You have these really big objects, such as starports, battlecruisers, or planets. Making a texture that would nicely cover them would be huge (especially the planets). Therefore, when you get close you start seeing lots of nasty pixellation. The same has held true for many games such as FPS's etc with wall-textures. Nice-at-a-distance, crappy up-close. But it's moreso in the space games.


    Of course, having nice smooth textures is nice, but the next step would be better mesh-conversion from simple to complex based on distance. I've heard of this being worked on and/or possible used, but I've not yet seen a game that would use it. How about a space-game where you come up on a planet. You get close, textures go pixelly, and then you "crash." What if you could get in nice and close, and then not only do the textures increase in detail realistically, but you so does the mesh. So at this point, you can actually move right in to the 'ol planet and find a nice dock to land on as the round-ball-from-a-distance becomes more realistic with mountains and various human settlements/bases.

    Alternately, my plan would be to use MextTextures until you get close, and then maybe use a cutscene where you break atmosphere before ending up nearer the surface (otherwise mapping the geography of a whole planet would be insanely time-consuming for a large space game).

  33. Id has never made a decent outdoor engine! by quakeroatz · · Score: 0, Flamebait

    Carmack is a programming genuis, but I'm afraid all this big talk about PLAYABLE unique, detailed outdoor scences and 32-64 player vast outdoor battles are really coming from a company and programmer that has never released an engine capable of these features.

    Carmack is continually pushing the envelope for textural detail and geometry, always at the price of map size. The numbers of online player for Doom3 and Quake 4 are proof of failed attempts on Ids last major releases.

    I'm very, very skeptical that ET: Quake Wars will be able to deliver cutting edge graphics and massive outdoor scenes.

    For multiplayer games, there is a short list of successful games that have delivered quality graphics and massive maps:
    Tribes 1-2
    BF1942
    BFV
    BF2

    Id is completely missing from the list.

    1. Re:Id has never made a decent outdoor engine! by remembertomorrow · · Score: 2, Informative

      Doom 3's multiplayer was also limited severely by the fact that it used per-pixel, not hitbox, detection. In multiplayer, anything more than a few players and that creates an insane amount of calculations that the server has to cram through.

      Especially in a larger firefights.

      --
      Registered Linux user #421033
    2. Re:Id has never made a decent outdoor engine! by Anonymous Coward · · Score: 0

      Quake 3: Team Arena had some really big outdoor maps. I remember that the Voodoo 3 I had at the time couldn't handle them. Quake 2 likewise had a few very large outdoors type maps in the single player (which you could DM on if you wanted), and at least 1 of the 64-player maps they released had large outdoor bits. Quake 2 and 3 both had great graphics for when they were released. The maps I'm talking about aren't quite as big as the Tribes maps, but they didn't have the crappy draw distance either.

      You're also missing UT2004, the onslaught mode has some huge maps. And Unreal 2 XMP, though maybe that doesn't class as successful.

    3. Re:Id has never made a decent outdoor engine! by CaptnMArk · · Score: 1

      Small map size and crowd = fun.

      I never liked people going on a 5 minute trek in Delta Force to reach the far away hill for sniper camping.\

      Small map + knife, saw = much more fun.

    4. Re:Id has never made a decent outdoor engine! by Anonymous Coward · · Score: 0

      RTCW Enemy Territory, using the Quake 3 Engine, got far better graphics than the first Battlefield. And more detailed, battlefield looks like a desert.

    5. Re:Id has never made a decent outdoor engine! by Anonymous Coward · · Score: 0

      Actually, it used per-polygon detection; for the most part, per-pixel wouldn't make sense (as in it wouldn't add any precision at all). It's too bad, FPS games really play different if you have per-polygon detection, you can't subdivide a human into hit boxes as well as other things (like mechs and airplanes).

    6. Re:Id has never made a decent outdoor engine! by prencher · · Score: 1

      Cause as we all know, ID software did unreal...

    7. Re:Id has never made a decent outdoor engine! by remembertomorrow · · Score: 1

      Yes, I was mistaken, it was per-polygon. Thanks

      --
      Registered Linux user #421033
    8. Re:Id has never made a decent outdoor engine! by Paralizer · · Score: 1

      Just curious why per-polygon would be slower? I'm new to GL, so bear with me. From what I've learned, you can render the scene into the selection buffer, then get a small viewport around where your mouse is, and return the names of the objects within your sight. So would a hitbox method, as oppose to a per-polygon where everything is rendered, just render the hitbox itself and nothing more?

    9. Re:Id has never made a decent outdoor engine! by Watson+Ladd · · Score: 1

      Because you cannot trust anything the client sends back. The client could be lying to gain an advantage.

      --
      Inventions have long since reached their limit, and I see no hope for further development.-- Frontinus, 1st cent. AD
  34. hooray for ... by Anonymous Coward · · Score: 0

    Bigger Boobies at longer distance!

  35. Re:Thank you John Carmack! by Anonymous Coward · · Score: 0

    Too bad the shadow technique he used in Doom3 is patented by another company.

  36. Giga Texturing by Anonymous Coward · · Score: 3, Funny

    is what I'm waiting for. Mega Texturing is so last magnitude.

    1. Re:Giga Texturing by Kaenneth · · Score: 1

      phht, Tera Textures.

      Why not just have a game that pulls data from Google Maps and/or TerraServer?

  37. Re:Thank you John Carmack! by the+dark+hero · · Score: 1

    No kidding. There is a sports bar across from there offices!

    --
    You constantly struggle for self improvement - and it shows.

    Hooray for bad Engrish on fortune cookies

  38. Re:Large textures? No. by Truekaiser · · Score: 1

    your half right. better/bigger textures do not make a game better.

  39. Carmack Roolz by J05H · · Score: 0, Offtopic

    The only mega-texturing I'm interested from Carmack is the charred hulks of Armadillo Aerospace craft on the Texas playa. C'mon John, FLY SOMETHING! Build it, fly it, break it! Whatever happened to your X-vehicle?

    Who cares about Doom? Build the future!

    --
    gigantino.tv - Heavy but weighs nothing.
    1. Re:Carmack Roolz by Anonymous Coward · · Score: 0

      They're still working on it. They just got an engine going that makes 35' long flames. They said they may have 3 vehicles in the next x-challenge.

  40. Blame the parents by SmallFurryCreature · · Score: 1
    Some western rpg's allow you to do some really nasty things. Apparently. I think, sometimes you read about them in forums. Apparently in Neverwinter nights you can at one point sell a baby.

    Never got the option myself.

    Did the game force your kid to shoot his own mates to get their ammo? No? Then what made him do it? Possibly the way he was educated?

    I am sick and tired off people blaming their behaviour on games/movies/music/books/cave paintings. If you are an asshole that is because you are an asshole probably raised by assholes.

    I often go out of my way to keep the NPC's save just as an extra challenge and because it is so fucking rare to not be the only person around. Apart from the enemies but they don't count since they never stick around for long. Your son aparently doesn't see them as company but as disposable ammo carriers.

    Tip, lock your wallet in a safe and make sure he doesn't know the combination or he might just decide to increase his allowance on his own. Yes, over your dead body. After all, those FPS taught him how to shoot and all didn't they?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Blame the parents by misleb · · Score: 1

      I am sick and tired off people blaming their behaviour on games/movies/music/books/cave paintings. If you are an asshole that is because you are an asshole probably raised by assholes.

      Studies have shown that children who are exposed to heavy violence in games tend to act more aggressively in real life. Doesn't mean they are necessarily going to go pick up a gun and shoot their parents, but it it does have an effect on them.

      I do find it somewhat ironic that you would make such an aggressive post about how games don't affect children. I guess you were just raised that way...

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    2. Re:Blame the parents by Anonymous Coward · · Score: 0

      Some western rpg's allow you to do some really nasty things. Apparently. I think, sometimes you read about them in forums. Apparently in Neverwinter nights you can at one point sell a baby

        Yeah. I know of one Western RPG that actually requires you to THROW BABY.

    3. Re:Blame the parents by F_Scentura · · Score: 1

      "Studies have shown that children who are exposed to heavy violence in games tend to act more aggressively in real life. Doesn't mean they are necessarily going to go pick up a gun and shoot their parents, but it it does have an effect on them."

      They found a short term aggressive increase. They may have found a correlation, but no study so far has proven any causative effects.

    4. Re:Blame the parents by misleb · · Score: 1

      Nobody has proven that assholes raise asshole children either. So I guess we can't say anything about the subject with any confidence.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    5. Re:Blame the parents by F_Scentura · · Score: 1

      Not in every single case, but the effects of nurture are well-documented.

    6. Re:Blame the parents by misleb · · Score: 1

      Not in every single case, but the effects of nurture are well-documented.

      Human behavior is "documented" as being a rather complex interaction of nature, culture, environment, and individual psychology. There is no reason to believe that spending hours a day in front of a TV or computer screen interacting with violent games and other entertainment wouldn't contribute to one of those factors. The question isn't "Do violent games affect children?" The question is, "How does it affect children?" What might these children be doing instead of playing viiolent games? Maybe it is what they are NOT doign that has an effect. Sure, these are questions without definitive answers, but that doesn't mean you get to dismiss them because of some personal bias you have towards gaming.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
  41. don't see by erbbysam · · Score: 1

    I don't see this as anything revolutionary or even big for that matter. The idea that you use a ground texture has been around for a very very long time... recently there has been many different techinques to handle this such as texture blending and many other ways. The idea that you can use such huge image files over a large area is nothing new... it just has never been done with a single image before which doesn't drop off qulity over distances like most engines do. This, in my opinion is just one of the next step logical steps now that game developers have alot more power and space to work with.

    1. Re:don't see by Anonymous Coward · · Score: 0

      I don't see this as anything revolutionary or even big for that matter.

      Dude! It's not just big, it's MEGA

  42. Spelling error or made-up word? by MS-06FZ · · Score: 1

    Does "optomization" mean "optimization" or is it some slang combination of "opto-" and "optimization" I'm not familiar with? (Since the article is about improving game visuals, "opto-" would almost make sense...)

    --
    ---GEC
    I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
  43. Truly, this is an age of wonders. by Channard · · Score: 5, Funny

    At last.. now I can look forward to Quake 5 offering a previous unparallled highly detailed panorma of three hundred shades of brown.

    1. Re:Truly, this is an age of wonders. by thatguywhoiam · · Score: 1
      At last.. now I can look forward to Quake 5 offering a previous unparallled highly detailed panorma of three hundred shades of brown.

      Don't forget the skulls. Gotta push minimum 50+ skulls-per-room decorating motif or it ain't 'dark'.

      --
      If Jesus wants me it knows where to find me.
    2. Re:Truly, this is an age of wonders. by Surt · · Score: 1

      Actually, since they are moving towards 64 bit color rendering, you'll soon be able to enjoy 65,536 shades of brown.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    3. Re:Truly, this is an age of wonders. by Durk · · Score: 1

      I'm curious as to how this fits into the whole concept of HDR rendering to produce those huge contrasts in the light & dark areas. Does this limit the global contrast availability across the entire mega texture?

  44. Re:Thank you John Carmack! by Anonymous Coward · · Score: 0

    thank you now i can finally enjoy commander keen with out lag!

  45. editors? by latroM · · Score: 0, Offtopic

    ..more optomized
     
    Optimized? Do you get paid?

  46. Why people don't take Slashdot seriously by vought · · Score: 0, Offtopic

    will allow graphic engines to render large textures and terrains in a more optomized way while also making them look better.

    Perhaps the submitter and Taco should "optomize" their spell checker software.

  47. optomise THIS! by Anonymous Coward · · Score: 0

    my misspelt cock, that is

  48. ClipMapping (or ClipTexture) by Walter+Carver · · Score: 2, Interesting
    1. Re:ClipMapping (or ClipTexture) by Rob+T+Firefly · · Score: 1

      Wow, an entire mapping scheme just for the little ammo clips Doomguy picks up for his guns! Talk about attention to detail.

  49. Re:Over the hill by Anonymous Coward · · Score: 0


    What about Daikatana? That rocked! The aliens overrunning Earth and only Duke to defend the planet. Oh wait, wrong game. Daikatana sucked.

  50. Nice. by jhantin · · Score: 1

    You may then want to consider an algorithm like ROAM which allows dynamically varying mesh level of detail: in brief, triangles are recursively broken down tree-wise until either maximum triangles or sufficiently low visible error is reached; bump mapping or light mapping really helps because simple vertex lighting leads to disconcerting "pops" as new vertices with different normals are inserted. Pairing ROAM with this texture zooming technique could give some really spectacular results.

    --
    ...when you're writing a game...tweak the difficulty of "Easy" to something [your mother] can cope with. -- onion2k
  51. Next Gen Consoles by 9mm+Censor · · Score: 1

    The best info I find about how the next Gen consoles are going to stack up, I find from devs.

    Read how the devs that are working on them, and what they are liking, I find provides better incite than PR prelesses, or Pony shows for the press.

    Press releases are garbage, reading inbetween the lines of Carmack's or Sweeney's comments provides far more information about where consoles are going.

  52. Re:John Carmack? by mustafap · · Score: 1

    His software crashes less often than his rockets do :o)

    --
    Open Source Drum Kit, LPLC deve board - mjhdesigns.com
  53. Most interesting answer: by ZombieRoboNinja · · Score: 5, Informative

    "Q14: Do you think that the MegaTexture technology will be accessible to mod teams? I'm making the connection there in terms of thinking of some of the smaller teams out there.

    Answer: It doesn't help them. In general, all the technology progress has been essentially reducing the ability of a mod team to do something significant and competitive. We've certainly seen this over the last 10 years, where, in the early days of somebody messing with DOOM or QUAKE, you could take essentially a pure concept idea, put it in, and see how the game play evolved there. But doing a mod now, if you're making new models, new animation, you essentially need to be a game studio doing something for free to do something that's going to be the significant equivalent. And almost nobody even considers doing a total conversion anymore. Anything like this that allows more media effort to be spent, probably does not help the mods."

    A pretty honest and insightful answer, if you ask me. This is a feature that'll allow the big boys to make ever-more realistic environments, but it'll mean indie developers and mod developers will have to work that much harder to make anything comparable.

  54. Correction: by Anonymous Coward · · Score: 0
    This is the company that has spent the past 13 years remaking Doom.
    You mean the last 14 years remaking Wolfenstein 3D.
    1. Re:Correction: by Anonymous Coward · · Score: 0

      I would argue that Wolf was substantially different from Doom; it was tighter, more focused and intensely paced. You generally blew away a larger quantity of enemies in any given Wolf level compared to any given Doom level.

      Doom was different because it made strafing and mouselook really important. It slowed down the gameplay and put more focus on stick-and-move tactics. Quake's low-poly restrictions slowed down the gameplay further as you only saw a few enemies at any one time, so they had to be tough enemies. I would put the marker at which id really let their design deteriorate at Quake 1. The early ideas for Doom were much more along the lines of Doom 3 (not the flashlight, but the storytelling) and the final product was a creative compromise - Tom Hall left partway through when the others wanted to just make a blow-shit-up game, but the core gameplay was clearly kept in place. Quake, on the other hand, was a design mess in everything but DM; the subsequent games have only succeeded in looking prettier.

  55. But HOW does it work? by Cee · · Score: 3, Insightful

    Carmack says:
    And one of my early suggestions to them was that they consider looking at an approach where you just use one monumentally large texture, and that turned out to be 32,000 by 32,000. And I - rather then doing it by the conventional way that you would approach something like this (i.e. - chopping up the geometry into different pieces and mapping different textures on to there and incrementally swapping them for low res versus high res versions), just let them treat one uniform geometry mesh and have this effectively unbounded texture side on there, and use a more complicated fragment program to go ahead and pick out exactly what should be on there, just as if the graphics hardware and the system really did support such a huge texture.

    What does it mean? Unless I missed something, the closest approach to describe how MegaTexturing works is "a more complicated fragment program to go ahead and pick out exactly what should be on there". So? Carmack talks about how awsome the technique is but he won't tell us how it works in reality. Of course, he has no obligation to tell the world his trade secrets, but the article itself seems mostly just to be there to hype this technology.

    1. Re:But HOW does it work? by Have+Blue · · Score: 2, Informative

      The difference between this and a simple fragment program is probably a method for dealing with the fact that the entire texture cannot be kept in VRAM (or even main system RAM). It'll need to dispatch loads for parts of the texture that aren't yet loaded and expire parts that haven't been used for a while.

    2. Re:But HOW does it work? by SporkLand · · Score: 1

      Poor Carmack. He releases his game engines open source, something few companies do. He is very open and detailed about the work he is doing. He still gets crap about "keeping trade secrets". I guess you really can't win.

    3. Re:But HOW does it work? by Cee · · Score: 1

      I didn't know he would release his game engine under an open source license. Open source or not, I still don't think that this article is very technical. It starts pretty ok, describing problems with huge textures. I guess that made me a bit disappointed later on, where nothing really was added besides how awsome MegaTextures is. And for the record: I have nothing against trade secrets.

    4. Re:But HOW does it work? by captaineo · · Score: 2, Informative

      Just a wild guess - maybe it's a two-pass approach, where the first rendering pass uses a shader that indicates which texture tile applies to each pixel, then the engine reads back the image and loads all the needed tiles into memory (using some sort of cache), and finally renders the image.

    5. Re:But HOW does it work? by Anonymous Coward · · Score: 0

      He should just patent the technology, THEN tell everyone how it works and charge them for using it.

    6. Re:But HOW does it work? by SporkLand · · Score: 1

      Carmack has been releasing the source he could since Doom up through Q3 (Quake and later under GPL). The only thing that tends to slow him down is that licensees tend to want him to keep it closed until they finish their products and they have some time on the market. They paid money for it so that is their prerogative.

      From other interviews I have seen he tends to live by the credo that trade-secrets and closed source and patents really aren't really advantages that you want. If you couldn't create the technology yourself, then you more than likely can't compete with him / id anyway. So he releases source and ideas as a training device for novice graphics programmers. I think he feels it's the best way for him to encourage competition and raise the bar in the industry. Although, to my knowledge he has never stated it, I would guess that he has some anti-intellectual property leanings.

      The article was somewhat technically light, and I imagine Carmack was getting pretty bored/annoyed with the repetitive questions by the end. But like he says in the article the technology isn't some insane technology it is more of a point of view shift. Once you shift your point of view the technology isn't that hard, if you are competent.

    7. Re:But HOW does it work? by Billly+Gates · · Score: 1

      So what is this load that is supposed to be used whike the program waits? Is it a shade or blurred color of what the texture supposed to be and its used only in far away scenes?

      It seems this technique would be difficult to program and could lead to strange artifacts printed on screen.

    8. Re:But HOW does it work? by master_p · · Score: 1

      MegaTexturing is a misleading word. Carmack simply uses a 2d array of integers (he calls it a texture) which provide landscape information. Each integer of this array contains information about a point in the terrain: how much sand, how much grass, how much dirt, etc. He calls it "a texture" because information is encoded using RGBA (most probably).

      The difference with the tiling method is that this method provides better terrain variety than tiles, since there is no set pattern, whereas in tiles each tile is a pattern itself.

      Of course that is my interpretation from the online information. Any more info would be appreciated.

  56. Possibly he *is* the prior art by Anonymous Coward · · Score: 0

    If you truly pioneered a technique before anyone else, you shouldn't need to worry about defensively patenting the technique - the publishing of your software sets the prior art date. So, if anyone tried to patent it after him, he could, theoretically, challenge the patents saying he has prior art. (I don't know that the concepts in 'MegaTexture' technology are necessarily unique - someone earlier mentioned FarCry as doing something similar, and halo, so in theory the companies that published those previously might have patented the techniques they used).

    Anyhow, the point is, you don't need to patent something to prevent someone else from patenting it. There is a concept of building a portfolio of patents to use defensively, but that's something different. That's a game of tit-for-tat. You try to build up enough patents covering a wide enough swath that anyone trying to sue you for patent infringement will probably be infringing one of your patents. So you make a cross-licensing deal with them to make the problem go away. Unfortunately, to play that game, you probably need thousands of patents, and so you need to be a huge, rich company like Microsoft, IBM, etc.

  57. Video card support for mega texturing by uberwidow · · Score: 2, Interesting

    Something not mentioned is what video cards support the mega texturing technique. The new NVIDIA 7900 hardware (a card aimed specifically at gaming computers enthusiasts) supposedly supports it. However, the only real way to test that is to get a copy of the new Doom.

    --
    Joshua McClure
    Founder, WidowPC Gaming Computers
    1. Re:Video card support for mega texturing by Jett · · Score: 1

      I saw in another interview re:ETQW that they expect it to actually perform better than Quake4 did and that MegaTexture doesn't require any special video card support. If you can run Quake4 you shouldn't need a new video card. I'd guess this means a geforce 6600 is going to be the low end for MegaTexture.

    2. Re:Video card support for mega texturing by ClamIAm · · Score: 1

      I'm guessing it just uses DX9 or Shader Model 3 or something.

    3. Re:Video card support for mega texturing by uberwidow · · Score: 1

      The demo shown at E3 ran under DirectX 9. However, the video card(s) used weren't mentioned nor where the frames per second or other performance characteristics. My guess is Carmack will push the boundaries of performance in other areas as well (as he has done in the past) while making the game compatible with even older cards at lower settings. Remember Doom 3 had an advanced hardware detection algorithm that determined the most suitable graphics settings for your hardware. My guess is they will reuse that code for Quake Wars. Most likely, Quake Wars will become the new standard in graphics performance for gaming computers (replacing FEAR). Mega Texturing should be supported by standard texture support within the card. The only difference in Mega Texturing is in the coding. Looks like a fairly simple concept taken from the real world. This is how painters and other artists make their art. Ie, lay down a basic texture and layer more detailed textures on top of the basic textures. The combination of layers makes for a extremely wide ranging look without forcing the video hardware to load a unique texture for each unique look. Ie 12 textures allows 12 factorial combinations of unique textures assuming no limit to the depth of layers. So, the hardware only has to load 12 textures instead of 12 factorial.

      --
      Joshua McClure
      Founder, WidowPC Gaming Computers
  58. Genius-Looks Good, Plays great. by Anonymous Coward · · Score: 0

    "If you want beauty, go play Uru ;-)"

    Mysterious Journey II has one thing in common with a FPS. Both use a game engine (Jupiter) to render everything (Tron 2.0 used it too. Fear uses the latest from Lithtec) Uru: Ages beyound Myst also used a game engine as well. So one could look good and play well.* Mind you the graphics still aren't as good as say Myst: Revolution.

    *Cryteks latests; Crysis will look good and play even better. Although Unreal 3 will give it a run for the money.

  59. Good enough? No way. by Runefox · · Score: 1

    How can anyone say graphics today are good enough? They're damned good compared to what we used to have (check Half-Life against Half-Life 2), but we're nowhere near the realism required for a truly immersive experience.

    Sure, gameplay is the most important part of the game, but presentation, including graphics, sound, and general design, play a vital role in creating atmosphere. You could be playing the most amazingly fun game in the universe, but if it's running at 320x240@4bpp/43Hz interlaced with nothing but flat colours and no textures or sprites anywhere, and sound consisting of a single beep at the start of the game, you're looking at a pretty bland experience.

    Conversely, you could be playing the most realistic game in the universe, and it might be about as fun as dragging a sack of bricks up a hill. That's why it's important to let the people who are in charge of these separate tasks do what they have to do. The programmers and designers can focus on gameplay, the graphics designers and artists can focus on the graphics, and the sound engineers and composers can focus on the sound. When it all comes together, you can have your cake and eat it, too, as long as each does an equally good job.

    Realistic graphics can only add to an already-great gameplay experience. However, high-resolution does not equal realistic graphics. The issue with a lot of the next-gen consoles is that the high resolution absolutely has to be married with massive textures and aggressive filtering in order to create the same effect as their standard-resolution ancestors/competitor. You can have your games running at 1920x1080, but if you can't push the big textures through, you're not going anywhere but to mudsville, population your monitor. The higher the resolution, the more the need for higher resolution textures to create believeable graphics. If the textures are blurry, then you've successfully shot yourself in the foot as far as presentation goes.

    Like I said, great gameplay is paramount. Graphics and sound are secondary - However, bad graphics and sound in a modern video game take away from the presentation of the game. If you're playing a first person shooter, and you've got a pistol that, for no real reason, looks like a twig, and the sound it makes is some guy saying "Bang", it'll be funny at first, yes. But it'll also get quite annoying very quickly and you'd end up hating the game for it.

    Or at least, I would.

    --
    Screw the rules, I have green hair!
    1. Re:Good enough? No way. by Stevecrox · · Score: 1

      Graphically games have reached a very high standard, however other areas of a game have been forgotten. Things like gameplay, innovation and story are just as important. Because of people like yourself constantly demanding the latest in graphics then developers have spent every minute designing ways of improving graphics. But then forgot what it was that made a game so interesting.

      Games like Myst had great graphics of the time, but it was the innovation and story that helped it become such a huge sucess. Half Life was graphically very good yet the story of half life and the versitility of the community and game is what made it one of the best selling games around.

      Doom3 had stunning graphics better than Half Lifes in many ways, however it lacked any real story, the game was basically a clone of previous FPS games the game play wasn't bad but it was nothing new. Half Life 2 has very good graphics the charracter models are superior to Doom's, yet that game sold because of the story, there was some inovation to the genre (Grav gun, Mighty impressive Physics) and the game play wise it was comparable to Doom3. I have no idea about the sales of either but if you ask Joe Blogs what game they thought was better then 90% of people will reply HL2, because it was more enjoyable.

      The gaming industry needs to catch up in these areas, there are game out there which try to do it UruLive and Black and White 2 both come to mind. Once the industry can create a fantastic game with the grpahics available and keeps tryign to inovate then I want them to work on the graphics a bit more.

      But is there a point to playing Doom3 which is really just a 'run around shoot everything' game with incredible graphics. I'd much prefer to look at damm good graphics and love every minute I'm playing.

    2. Re:Good enough? No way. by Runefox · · Score: 1

      Make no mistake - I realize the importance of good gameplay and innovation as much as anyone else. All I'm saying is that there is room for improvement in the graphics department of some of the games available today, and that graphics are a major part of the presentation of the game. Designers need to push the envelopes of every portion of the game in order to advance.

      A realistic game needs realistic graphics and sound. It's part of the presentation that makes it "realistic". Authentic. A cartoony game doesn't need that, but it needs equal consideration in its art direction in order to further its goals. Gameplay is the vital underlying component, but if the game fails to deliver its intended atmosphere, it won't do well at all. Half-Life 2 delivered on all counts, and Doom 3 only provided the same old gameplay with pretty graphics. Fun for the first half hour, if that, but after that, it's tedious and boring. Half-Life 2, on the other hand, was not, yet it was graphically superior. It goes without saying that it would not have been as successful had it been released with Half-Life era graphics and sound. The presentation - The environment, the atmosphere, all would have been more or less left out. Presentation and atmosphere are almost as important as the story.

      You don't need ultra-high resolutions or massive textures that would make an Alienware its bitch - But as long as the hardware is there, there is no reason not to use it, and aside from that, as long as it's acceptable, there's no reason to push it.

      However, the point is, it can be pushed, and easily, too. The graphical capabilities of a lot of games today were considered insane around the time of FF7, for example. To try and accomplish what we have today would be considered a colossal waste of time back then. Yet it's so simple these days to create a graphical experience of a certain calibre... And so, too, shall it be to create an even more complex graphical experience a few years down the line. Standard is standard, after all. Those that innovate pave the way for new standards.

      Same with gameplay and every other aspect of the game. All need their innovations in order for the gaming market to continue to enjoy the successes and evolution it's had over the past two decades. Innovations in gameplay, graphics, sound, and control are all necessary. Nothing is "good enough".

      --
      Screw the rules, I have green hair!
  60. -1: Obvious by p3d0 · · Score: 1

    Doesn't someone say this every time game graphics are mentioned?

    --
    Patrick Doyle
    I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
    1. Re:-1: Obvious by Anonymous Coward · · Score: 0

      Yes, and God help me, he got modded up to 5.

      -1 Redundant?

    2. Re:-1: Obvious by Midnight+Thunder · · Score: 1

      Doesn't someone say this every time game graphics are mentioned?

      Maybe they do, but sometimes you have to wonder whether the games companies remember this? Hollywood films and games development seem to same this same issue.

      --
      Jumpstart the tartan drive.
    3. Re:-1: Obvious by loqi · · Score: 2, Funny

      Surely the incessant reminders they get every time they read /. will convince them to... oh. Nevermind.

      --
      If other reasons we do lack, we swear no one will die when we attack
  61. is it me or .. by linuxlover · · Score: 1, Troll

    games based on Valve's game Engine look graphically more polished and have more realistic effects (fog, light diffusing through fog, moving water ..etc). I have personally played quake2, ut2004, CounterStrike, CounterStrike-Source (or CS2). Haven't played doom3 or quake3.

    is it a matter of DirectX vs. OpenGL?

    no troll, just a gamer trying to get my head around the engine technology.

    1. Re:is it me or .. by Anonymous Coward · · Score: 0

      Ok. You Haven't played Doom 3 or Quake 4, but you are judging a MODERN game from valve, with an OLD game like quake 2. Shut the fuck up, lamer.
      F.E.A.R and Quake 4 are the most detailed games ever released. Oblivion and Call of Duty 2 come close, for their category. UT2K4 is lame and just a superset from the good old UT99, there's too much code reuse, not like valve and ID who built engines from scratch for HL2 and Doom 3.

      HL2 is "good" but it's the first game which used the latest directx 9 and its engine just can't do it compared to Quake 4. The only thing HL2 has better is soft shadows, and even that, there's many bugs in the shadows of HL2 (search google).

      F.E.A.R is the most beautiful game but the artists gone mad and designed only.. desktops, desktops and desktops ever. So it's not "pretty" for the eye, but the engine itself is the truly best of 2005.

    2. Re:is it me or .. by Lord+Crc · · Score: 1

      games based on Valve's game Engine look graphically more polished and have more realistic effects [...] is it a matter of DirectX vs. OpenGL?

      No, it's more a matter of what they were aiming for. You can do pretty much the same with DX as you can with OGL. I admit that I have only played Doom3 for a bit, and that I do not know exactly what the engine is capable of. However it seems as though the main focus in Doom3 was highly detailed indoor hallways. This contrasts Half-Life 2 which features a largeish (albeit very restricted) city with mainly shabby concrete buildings.

      Because of the distance to the light sources, shadows in Doom3 would be hard. In Half-Life 2 you'll want soft shadows. In Doom3 there's not THAT much to gain from HDR, while in Half-Life 2 you have a very bright sun which affects lighting a lot.

      Because you only see about 5m ahead of you at any given time in Doom3, walls could be polygon rich, making for lots of details (lots of cables and ducts). In Half-Life 2, you could see several blocks down the street, and so walls in Half-Life 2 were relatively flat, using textures for detail.

      Making a 3d engine always involves tradeoffs. And those tradeoffs will determine what you can and cannot do. As a recent example, look at Ghost Recon Advanced Warfighter. They opted for deferred rendering. This allows for complex shaders, but as "Chuck" from ATI put it: "[Anti-aliasing is] not 100% impossible, and I'm not giving up on the possibility, but there is no playable solution right now". So the result is nice looking surfaces and effects, but lose nice anti-aliased edges.

  62. !iD by ichigo+2.0 · · Score: 1

    Hexen was a Raven Software game.

  63. Megatextures video by alphaseven · · Score: 1

    This hi-res movie of Quake Wars went up recently, and honestly it doesn't look that great. The ground textures looks flat and splotchy. I understand that the "MegaTexture" tech may be about making games run faster, not necessarily a graphical imporvement, but, for example, I've seen screenshots and videos of S.T.A.L.K.E.R. from a couple years ago that looked much more photorealistic (the environment, not the character models which were below average looking) and when I played a leaked version it ran really fast and had huge draw distances and enviroment to explore.

    1. Re:Megatextures video by Anonymous Coward · · Score: 0

      There is uber pretty (check out cryteks new game crysis) and then there is great gameplay. Too many games pump the fluff but suck in the gameplay dept. I think ET will finally give us a solid fun team oriented MP FPS that looks pretty damn good, has good "network code" and offers an "immersive outdoor and indoor game. I like games that give you not only the guns and explosions, but offer a great sense of scale (ala Tribes, Tribes 2). Lots of the pretty engines cant offer the scale. Mr Carmack is coming close to offering that and possibly some Unreal 3 games like Huxley.

      You Deus Ex, Counter Strike folks cant do your jump, run strafe camp thing forever it gets boring. Actually, its already boring.

  64. Interesting, but a step in the wrong direction? by podperson · · Score: 1

    His fundamental argument -- texture tiling is just a form of data compression -- is at the heart of why I think this is not the right direction to go.

    Fundamentally, texturing objects is a way of saying "this object is made of something that looks like this". Using textures as mere "appearances" is a shortcut for representing geometry and physical properties. E.g. if you represent a door in a wall made of bricks and mortar as a rectangle with a picture of bricks and a door on it you are taking a shortcut. If you're going to build highly complex environments, giving artists a 4GB bitmap to paint isn't going to suddenly fix your problems. (Carmack doesn't say that it will either.)

    In the end, a balanced use of geometry and textures will get you far more than going hog wild with one or the other.

    I also wonder if this is an appropriate way to use artists' time. If you imagine a typical World of Warcraft "zone" suddenly your megatextures aren't going to come close to cutting it anyway. If your artists end up filling megatextures with repeating fill patterns ... what have you accomplished?

    1. Re:Interesting, but a step in the wrong direction? by NeMon'ess · · Score: 1

      If your artists end up filling megatextures with repeating fill patterns ... what have you accomplished?

      You have made the game look more real and the ground less distracting because the texture is never visibly repeating. At 32000x32000 the camera has to get thousands of feet high, and most of the time miles high, to see the megatexture repeat.

  65. How Does This Work? by logicnazi · · Score: 2, Insightful

    I've seen bits on mega texture for awhile but I have yet to be able to divine how the hell it is suppose to work.

    My best guess is that one starts with a tiled texture like you would in any other game but that some engine allows artists to add modifications to the texture in different areas. Thus you take up less memory than actually having a full texture of that size but each area has it's own unique touchups.

    Is this really what it does? I'm getting really frustrated at these stupid little gaming articles that never really explain the tech.

    --

    If you liked this thought maybe you would find my blog nice too:

  66. Re:I've actually been thinking on this a lot mysel by Hast · · Score: 1

    Go and try your luck with the Freespace Source Project. The engine they have is quite pretty but it can always be prettied up even more.

  67. Wheres the Beef by grimdel · · Score: 1

    Its nice that finally someone has used this kind of technique in a game, but unless Carmack gives more detail, things like this has been done before. ex. SGI's clipmapping technique

  68. For more general 3D check out imageSynth by aibrahim · · Score: 1

    Luxology and Allegorithmic have this really cool concept. They are taking images and using them as the seeds to generate procedural texture shaders.

    I can't explain it well enough, so take a look.

    I don't know how useful this is in the game realm where things have to be realtime, but it could definitely be very useful for film and video work. I am eager to try it out.

    --

    Don't post innacurate information
    If you do, I swear by my pretty floral bonnet I will end you.
  69. Meta-Moderators Please Mod-Up Parent by Wizard+Drongo · · Score: 1

    Sigh. This is clearly not trolling. Someone please meta-moderate the above post up. Over zealous moderators are becoming a real problem around here....

    --
    The truth shall always be free: Boris Floricic is Tron.
  70. Developing MOD content by dnaumov · · Score: 1

    Quake: you could have a full-blown singleplayer map, tested and everything done in 2 weeks, by a single person.
    Quake 2: basically the same, but the development time increased slightly due to increased complexity of the game worlds
    Quake 3: map geometry development time alone pushed to over 2 months, designers now have to turn to other people for help with custom textures and meshes if they can't develop them by themselves (further increasing the dev time).
    Doom 3: singleplayer map development time pushed to over 6 months, now you need to make meshes, textures are WAY harder to do than in Quake 3 and be able to write map scripts.

    Quake 3 was already pushing the level of patience custom content producers have, because you had to spent a relatively long amount of time working on it before having it reach a state where it would be comparable to "commercial quality". With Doom 3, the situation is even worse. I can only expect that the next generation of FPS games will REQUIRE a full blown team to make even small level packs (let alone Total Conversions). The days of the lone, all-around game map designer are long gone.

  71. Been There, Done That! by ohmantics · · Score: 0, Redundant

    Why does everybody always get their panties in a bunch when Carmack "discovers" a technique that has been used before?

    I can confirm that we did this "MegaTexture" thing in "Myth: The Fallen Lords."

    Same thing a few years back when he "discovered" event journaling.

    Been there, done that. Alert the media when Carmack discovers a new game play mechanic that isn't just "Doom rehashed."

    -alexr

  72. Charles Shackleford: Slashdot Editor by joe_n_bloe · · Score: 1

    "Left hand, right hand, it doesn't matter. I'm amphibious."*

    * The basketball "Shack" as opposed to "Shaq."

  73. Re:Large textures? No. by Eideewt · · Score: 1

    Call me greedy, but I'd kind of like the textures and good gameplay.

  74. Flight sims by Trogre · · Score: 1

    Flight sims would benefit from this, since you're often several thousand feet int he air looking down at dozens of square kilometers of texture at any one time. Low resolution or repeating textures soon become very apparent.

    How long till we can incorporate something like this into FlightGear? Or is it bogged down with IP issues?

    --
    "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
  75. Re:John Carmack? by __aaclcg7560 · · Score: 1

    Even rockets need 3D computations. For example, if the rocket explodes on the launch pad, how far way do you need to be out of the blast zone?

  76. Google Earth by STratoHAKster · · Score: 1

    Let me get this straight, what he is advocating as MegaTexturing seems to be the use of arbitrary-sized continuous textures which the game engine manages in texture memory on the fly, instead of the normal practice of using layers of fixed-sized tiled texture maps. Isn't this what Google Earth does already?

  77. Developing MOD content-Back in the day. by Anonymous Coward · · Score: 1, Insightful

    So basically your complaint is that gamers standards have evolved higher. There's really nothing stopping a modder from using low-poly models, simplistic levels, and two-note sound.

    "The days of the lone, all-around game map designer are long gone."

    Same with OS kernels. I don't see anyone wanting to go back.

    Maybe modders need to take the same steps that kernel developers and enterprise programmers have and develop better tools, instead of wishing for the good old days.

  78. Mega-Textured Advertisements by NG+Resonance · · Score: 1

    Given John Carmack's recent statement of support for in-game adverts, it will not surprise me to see a gorgeous, mipmapped, mega-textured plug for Coke® or a Hummer® in id's next title.

  79. Talk about missing the point by Cryptimus · · Score: 1

    Do some elementary calculations kiddies.

        32,000 x 32,000 is 1024 million pixels. (A gigapixel?)

        Presuming 16 bits per pixel, that's a couple of gigabytes. That's not going to be sitting in texture memory. Think about it.

        The way I read this is pretty simple. Presume you have a texture that large to work with. Not necessarily just one but potentially many. Now go to town on the art.

        Unless I'm completely misreading his intent, I suspect a decent portion of the magic is probably in the pre-processing. From what I can gather he's proposing that instead of getting your artists to do the compression by constructing textures and appying them to geometry, he's proposing the artists go insane and then get the pre-processor to chop it up into optimum texture slices.

        Which, when you think about it, is kind of a "duh" moment. Of course code is going to be better at compression than human beings are.

        "John Carmack. He's a pretty famous game programmer, and together with John Romero he made FPS games popular."

        This is kind of a myth. Romero pretty much had nothing to do with it.

        ID's games have been winners because of one simple thing. Technology. In game design terms they've always been example of what NOT to do. Quake was a sweet piece of rendering but other than that it was one boring as hell game. I have never completed it because I cannot do the same thing over and over again in different environments and find it entertaining.

        "What about multiplayer?" I hear you cry. Simple. That's another win for tech. Quake multiplayer pretty much lucked out in the gameplay stakes. Nothing out there like it at the time and frankly Team Fortress was a much bigger step in gameplay terms than simple deathmatch ever was.

        I have never seen anything which demonstrates that Romero even remotely understands the fundamentals of good gameplay. The guy is a level designer and gameplay is something which goes far beyond simple architecture.

        ID creates the engines. And then Raven Software (or Valve) creates good games out of them. Quake was boring, Half_life was brilliant. Quake 2 was marginally better, Soldier of Fortune was vastly superior. Doom 3 was brilliant technologically speaking but the gameplay was a gross disappointment. (Dark thing in corner, BOO! Dark thing in corner, BOO!). Quake 4 was significantly better (although not up to Raven's usual standards).

        ID does good tech. ID does good art (environments and creatures), it even does good level design. Id just doesn't do good gameplay and never has. On a fundamental, they just don't get it. They think good gameplay is a single player version of deathmatch. They think it can be dumped down to walking up to stuff and going "activate". They've got a few toys in Doom 3, but there is precious little in the way of actual game DESIGN.

        I keep hoping their next game will finally demonstrate that they've got it, but they're stuck in DeathMatch nirvana in which multiplayer is king and single player is just the player shooting at bots with varying scripts.

    1. Re:Talk about missing the point by dnaumov · · Score: 1

      WOW, I couldn't possibly disagree more.

    2. Re:Talk about missing the point by Anonymous Coward · · Score: 0

      AFAIU, the central idea of "MegaTexturing" is to have a sophisticated shader program that then smartly accesses the giant texture (which gets wall-papered on the game level's giant triangle mesh) from main memory and HD and DVD.

      The graphics engine on the CPU helped by the shader code on the GPU get the texture stuff into video memory (in a sort of "virtualized memory" manner) just in time for rendering each frame -- probably also doing some coarser, larger scale chopping-up dependant on player's location (like Carmack's famed Binary Space Partitioning algorithms for level data management for smooth gameplay with large complex levels).

      So you won't need gigabytes of video memory. Actually, Carmack says in the interview that this "new" method could be used with the original Voodoo Graphics just as well, as the texture management would be handled by the game engine -- then just firing off Glide calls and appropriate pieces of the one base texture.

      I guess that's what you meant by "pre-processing", right?

      So... Essentially, MegaTexturing's forté is liberating the artists and their workflows in the level creation stage - "go wild making every detail unique" -- rather than bringing anything terribly new to the 3D rendering methods table. It concerns more how games are designed, not so much how they get rendered.

      [Assuming I got it right from a quick reading. And I agree with you on Id Software's games. It (Id) looks more like a middleware supplier than a bona fide game house.]

  80. The problem with voxels... by mbessey · · Score: 2, Informative

    Fundamentally, the problem with volumetric imaging for a video game is that you expend large amounts of storage space and CPU power tracking parts of the environment that the player will never see or interact with in any way.

    The more traditional vertex mesh is a much less data-intensive way of representing the parts of the world that the player actually cares about. Unless tunneling through terrain or slicing objects in half on arbitrary planes is a big part of your gameplay, it's probably not worth the effort. Of course, that ability to arbitrarily slice into a volume is precisely why medical imaging uses the voxel model.

  81. What is actually going on ? by ChookMaster · · Score: 1

    Ok, so we've had the usual "games are not what they used to be" discussions, and we've had the hype. So any ideas on what the nitty-gritty is ?
    Sound to me a bit like the old "fractal compression" technique that was all the rage several years ago. Here you would presumably have one (or more) extra levels on indirection in your texture, so that, at a lower res, you could say "get these pixels for over there, using this transform". This matches quite well the hints about how tiling is just a special form of compression. The trick is (as it was for fractial compression) how to optimally generate the transformations.

  82. Geometry level of detail by Stiletto · · Score: 1

    Level of detail wise, the terrain does not render with any sophisticated geometry morphing situation. That's one of those things that for years I think most of the research that's gone into has been wasted. Geometry level of detail on terrain...there have been thousands of papers written about it, and I honestly don't think it's all that important. The way the hardware works, you're so much better off setting down a static mesh that's all in vertex and index buffers, and just letting the hardware plow through it, rather than going through and having the CPU attempt to do some really clever cross blended interpolation of vertices.


    Ahh, the sweet sweet sound of infinite memory! Geometry detail algorithms ARE useful and relevant when you are dealing with tough memory constraints, especially on embedded platforms. Sure, it's nice to be able to just leave all the models in memory and just glDrawElements over and over, but this is only an option for platforms with a lot of memory or those that can quickly load the data over and over.

    1. Re:Geometry level of detail by Thoran · · Score: 1

      I fully agree with that. And I consider Carmak a little arrogant here when he says this research was a waste of time. 5 years ago, you should not expect to display a 32000 x 32000 terrain mesh in real time on a regular 3D board without some kind of level of details. This was a really needed technology.

      Now, it might be faster to not be smart and instead cache all the mesh on the GPU. But there is still an upper bound on the mesh's size (a bound that you can easily cross when you work with plane simulators or google earth).

      As a final remark, GPU could be even faster if those LOD algorithms coming from this wasted research were implemented directly on-board.

  83. RTFA, cluebie. by Anonymous Coward · · Score: 0

    He was quite clear how it works. Understanding the process and its pitfalls (I'm curious as to how he got around severely warped terrain) is quite basic if you have even an inkling of how 3d graphics are displayed.

  84. TRIBES innovated mulitplayer with large maps by Anonymous Coward · · Score: 0

    Not ID. Not that I dont give props to Carmack for essentially innovating the true first great FPS multiplayer games, but Doom, Quake and everything else that followed were bound by the same model. They were always FPS games that took plce in small enclosed maps.

    TRIBES was truly the first great mulitplayer game that took the FPS outside of encloded maps and brought team gameplay Or independent play together in some of the best CTF action to date. In fact, even with dated graphics nothing comes close to Tribes CTF. I look forward to Enemy Territory and Im glad to see Carmack taking it outside teh box. Im sure the graphics will look great, but just like Bf2 Im going to almost guarantee the game will have a height ceiling, and it will have an enclosed boundry and that is where Tribes and Tribes 2 excel. The other awesome aspect about Tribes is that you will discover that the idea of a jetpack was a brilliant one. You could have a game with large maps and yet jetpacks never let the game come to a crawl. Thats wht Bf2, and Im sure Enemy Territory wont get too big with the maps because walking or eben running across large terrain is tedious and there will be only a limited number of vvehicles to take you anywhere.

  85. Myst by Hakubi_Washu · · Score: 1

    Myst (and Riven, Myst 3 Exile, Myst 4 Revelation and Myst 5 End of Ages) only had 1st person (which at the time of flat-from-the-side adventures was very unique), but was also pre-rendered (Myst 5 is the exception here), so texturing wasn't a problem :-) You may be referring to Uru, often nicknamed "Myst-online", which is a real-time 3D environment and offers both 1st and 3rd (there is no "2nd", BTW) perspectives, but 3rd is usually preferred (and was in the mind of the designers, 2st was added as an afterthought by popular demand), because of some rather hideous jumping "puzzles".

    1. Re:Myst by iamlucky13 · · Score: 1

      I get 2nd and 3rd mixed up. 3rd doesn't seem quite right. It suggests an unrelated character, but the player is still supposed to assume the position of the character. Since first person is "I", second person is "you" (the person I'm looking at), and third person is he/she (someone not immediately part of the discussion), second person seems a more natural term to apply in my mind. Maybe I can keep them straight just by remembering it's opposite the way I'd expect.

  86. [typo] by Hakubi_Washu · · Score: 1

    "2st was added as an afterthought" should've been "1st was added as an afterthought"... That's what I get for typing about my favourite game series early in the morning :-P

  87. Texture Compression by fizze · · Score: 1

    Granted, I didnt read through TFA thoroughly, but here's my thoughts on that:

    The urge for bigger (and thus more detailed) textures is nothing new. I remember when S3 introduced S3 Texture Compression (S3TC) and they had some tweaked maps for Unreal out - it was a blast.
    Then M$ licensed it for the upcoming DirectX and dubbed it DirectX Texture Compression (DXTC).

    Devs claimed that DXTC was incredibly slow due to the framework, so it essentially only worked on S3 cards with special S3 graphic libs. (MeTaL) I dont have to talk about the S3 market penetration, do I ? ;)

    The maximum texture size advertised was 2048x2048, then. Given a rather limited bandwidth of AGPx4, which i s roughly 1GB / sec. (talking AGP 4x pumped).

    A Savage4 had less than 1GB/sec bandwidth. And in said Unreal levels were barely playable.

    Nowadays graphic cards utilize as much as 40GB/sec and above.

    So, lets assume the following: S3TC compressed textures sized 2048x2048 were compressed at a ratio of 1:8
    A texture would take up around 512 KB.

    Now, those mega textures would sport 9x the size. Even compressed 1:8 one texture would take up toughly 135 MB.

    While the improvement in bandwidth is ca. factor ~50, the difference in actual size is factor ~300.

    If it wasnt really viable then, how (or, more interesting: why) would it be feasible now ?

    --
    Powerful is he who overpowers his temptations.
  88. Re:Fan Mods by PhilHibbs · · Score: 2, Informative

    All you needed for a Doom monster was 5 bitmaps (front, rear, side, and 2 half way in between). The "models" for ATC (Aliens Total Conversion) looked like photographs of an off-the-shelf Alien model from a comic store. They were rough and faded and poor quality but that didn't matter, because it was all dark anyway. In something like Doom 3 you have sophisticated lighting that is almost designed to show off the quality of the models. Fundamentally, expectations were lower.

  89. Re:Thank you John Carmack! by Anonymous Coward · · Score: 0

    their offices.

  90. Optomized? by Nick+Barnes · · Score: 1

    Kann wi optomize artical speeling to?

  91. Re:I've actually been thinking on this a lot mysel by Anonymous Coward · · Score: 0

    "What if you could get in nice and close, and then not only do the textures increase in detail realistically, but you so does the mesh."

    You mean like in elite 3 (1995)?

  92. DNF by elliotj · · Score: 1

    Great. Now Duke Nukem Forever will have to do ANOTHER engine change and their game will be delayed again!

  93. Clip-textures and Virtual Textures by pixelphsr · · Score: 1

    VISSIM guys have been doing this for years! SGI calls it Clip-texturing and Multigen-Paradigm calls it Virtual Textures. I'd be very surprised if Carmack didn't know that this technology is already out there (and patented).

  94. Genius-Enlarge your "gun". by Anonymous Coward · · Score: 0

    "There's a reason that half the UT servers out there run InstaGib rules. Big guns are fun."

    Guys and their penises.

  95. Re:I've actually been thinking on this a lot mysel by Anonymous Coward · · Score: 0

    There was at least one game that had something similar - Fronier: first encounters (Elite 3). http://en.wikipedia.org/wiki/First_Encounters

    At huge distances the planets were dots, flying in close made them into (approximate) spheres and and the level of detail dynamically increased until you actually landed on the planet. Due to tech limitations it all looked rather ugly though, basically rough, uncolored geometry with 3d shading.