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."
It may be insignificant, but I accidently saw two relative commands in Doom3, r_showMegaTexture and r_megaTextureLevel.
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.
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!
... before Creative Labs asserts a patent over this?
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.
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.
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.
Depends on how ugly the alien is.
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.
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.
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.
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.
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.
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.
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
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.
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:
"Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
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.
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.