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."
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).
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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?
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Uniquely texturing entire terrains sounds pretty cool, but the concept isn't entirely new - just an evolution on an already-existing idea.
.plan thing some years ago - anyone want to find it?
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
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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.
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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.
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