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John Carmack On RAGE For iOS/Android

Andrew Smith writes "John Carmack has an article up on the Bethesda blog discussing the iPhone/iPad version of RAGE, which is said to run at an impressive 60fps. 'Managing over a gig of media made dealing with flash memory IO and process memory management very important, and I did a lot of performance investigations to figure things out. Critically, almost all of the data is static, and can be freely discarded. iOS does not have a swapfile, so if you use too much dynamic memory, the OS gives you a warning or two, then kills your process. The bane of iOS developers is that "too much" is not defined, and in fact varies based on what other apps (Safari, Mail, iPod, etc) that are in memory have done. If you read all your game data into memory, the OS can’t do anything with it, and you are in danger. However, if all of your data is in a read-only memory mapped file, the OS can throw it out at will.' And a tweet by Carmack yesterday suggests that an Android version of RAGE is on the way too."

63 of 105 comments (clear)

  1. Rage? by ThePromenader · · Score: 5, Funny

    Is he angry about Android?

    --

    No, no sig. Really.

    ThePromenader
    1. Re:Rage? by Mitchell314 · · Score: 2, Funny

      D'roid rage?

      --
      I read TFA and all I got was this lousy cookie
    2. Re:Rage? by Anonymous Coward · · Score: 2, Funny

      DROID ANGRY, DROID SMASH

    3. Re:Rage? by klingens · · Score: 2, Informative

      RAGE is the 3D game engine Carmack/id Software wrote. Now they want to port it to smartphones and pads to enable others to build 3D games there.

    4. Re:Rage? by HappyClown · · Score: 1

      The Android port isn't a given. He's since tweeted "I am going to take a stab at bringing Rage up on Android soon, but we have NOT committed to a product".

    5. Re:Rage? by Narishma · · Score: 4, Informative

      No, the RAGE engine (which stands for Rockstar Advanced Game Engine) is the one used by Rockstar in their various recent games (GTA4, Red Dead Redemption and others). id Software's engines are called idTech and the one used for Rage the game is called idTech 5.

      --
      Mada mada dane.
    6. Re:Rage? by lightversusdark · · Score: 2, Insightful

      I don't blame him, I would be hesitant of committing to shipping such a demanding, immersive application with the same performance on Android as can be delivered on iOS.

      I got modded down the last time I tried mentioning this, but as someone currently making an income from Android development:

      Android audio is a MESS.
      Even if it improves anytime soon, not all devices will be getting OS upgrades.
      Other unresolved issues I've mentioned are why fragmentation is becoming a more and more valid criticism of the platform.
      And to any fanboys with modpoints, I'm not a shill, I took a gamble investing my time in learning yet another platform, and I have to deal with these frustrations every day.

      --
      "There is nothing nice about Steve Jobs and nothing evil about Bill Gates." - Chuck Peddle
  2. Date of birth to read article? by hilather · · Score: 1

    What is up with that?

    1. Re:Date of birth to read article? by contra_mundi · · Score: 1

      You'll notice that it's hosted by Bethesda.

      Most big gaming companies have been putting all their content behind such an age-wall. I assume they think a 14-year-old won't be able to figure out how to get past it.

    2. Re:Date of birth to read article? by __aaclcg7560 · · Score: 1

      Put in 01/01/01 (that's 1901). Maybe someone will read the logs and figure out that there's a huge market of 109-years-old who surf the internet and play violent video games on mobile devices.

    3. Re:Date of birth to read article? by pantheonwhaley · · Score: 1

      http://www.coppa.org/coppa.htm 13 year olds, dude.

  3. Re:Furious by cgenman · · Score: 1

    RAGE is a 3D game engine that ID has been developing, as well as a title of similar name. If it is everything they say it is, it may replace Unreal Tournament as the default go-to 3D engine for upcoming game development.

  4. so... by rkoot · · Score: 1

    a port to our favorite penguin-powered platform is imminent? I think I recall ID telling us there'd be no linux version of RAGE technology!

    1. Re:so... by gilesjuk · · Score: 3, Insightful

      Android applications are written in a Java style runtime. It's not native Linux code.

      Android applications can call some native code, but it's a bit like JNI in Java.

      One can expect the frame rate of the Android version will be lower than the iOS version for that reason, it's not 100% native code.

    2. Re:so... by Anonymous Coward · · Score: 1, Informative

      I think the only important Dalvik dependency for a native game is on audio and I/O -- stuff like app setup simply isn't relevant from a performance perspective. OpenSL ES should take care of the audio part, if/when that arrives (2.3? 3.0? who knows?).

    3. Re:so... by Anonymous Coward · · Score: 3, Informative

      That's not true. You call into native and you can stay there entirely for the rendering portion so there is no JNI back and forth overhead only native.
      You need the Java code just to setup the windowing system and provide integration with the platform.
      Currently Android has slightly lower FPS than iPhone because it uses an outdated FP library.

    4. Re:so... by rrossman2 · · Score: 1

      So what about the androids with the VR chips?

    5. Re:so... by Locutus · · Score: 1

      maybe not so optimized graphics driver too. gingerbread might change that.

      LoB

      --
      "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
    6. Re:so... by brkello · · Score: 1

      I wouldn't expect that at all. You can write as much or as little as you want natively. Why are you making stuff up?

      --
      Support a great indie game: http://www.abaddon360.com
  5. Ported? by Chris+Chiasson · · Score: 1

    I wasn't aware it was available on any platform as of yet. Where is the game?

    1. Re:Ported? by MachDelta · · Score: 2, Insightful

      Not out yet. iD and Epic are just having a bit of a pissing match with "Our latest nexest-gen video game engine with gobs of megatextures and pixel-threaded-hyper-polygons will run on *gasp* an iPHONE! So when you're looking to make your next craptastic overpriced piece of shit farmworld-on-an-iWhatever, developers, pick me! Pick ME!" Of course, this is ignoring from the fact that they look like ass and are utilizing the worst control scheme known to man.

      I'm half expecting someone to announce next week that they've ported their newest game engine to a freakin' TI-82.

    2. Re:Ported? by MartinSchou · · Score: 1

      I'm half expecting someone to announce next week that they've ported their newest game engine to a freakin' TI-82.

      It's not his newest game, but I wouldn't be surprised to learn, that John Carmack has ported Commander Keen to the TI-82 ...

  6. Re:Furious by Blaaguuu · · Score: 1

    id Software's engine is called "id Tech 5", and is being used in a game called "RAGE". Epic Game's engine is called Unreal Engine 3. id Tech 5 may become one of the more popular commercial game engines, if it proves as technically impressive as Carmack suggests, and has good tools, but I don't think many people expect it to eclipse the Unreal Engine's current status. If anything, CryEngine3 will probably start getting a lot more popular after Crytek releases their free-to-use version, to compete with the Unreal Development Kit and Unity for indie game developers.

    --
    My hand touched her hand. Her hand touched her boob. By the transitive property, I got some boob! Algebra is awesome!
  7. 60fps on a phone? Why? by Luckyo · · Score: 2, Interesting

    To break down the question: Why do we need this much fps in a game on a ~4 inch screen?

    To understand the importance of the question, we need to understand how human eye works, and how it processes images.
    Essentially, we have two kinds of cells in our eye capable of sensing light. One is capable of sensing shades of gray, and other senses a certain color (there are three different cells in this category, sensing different light wavelengths). Notably, cells sensing shades of gray can track many more image changes/second then those sensing colors due to their original purpose - tracking movement (for hunter-prey scenarios). Another thing to note is that while focus of our vision, the area that covers a very small center zone of our field of view houses vast majority of the cells that can sense colors, most of the gray-sensing cells are housed outside focus, in area of peripheral vision.

    As a result, when you play a game on a large screen at home, a large portion of the screen's image is sensed by the area out of focus, and when your frame per second counter is below 60ish, the out-of-focus area begins to see separate images, while your focus still sees the flowing animation. This is what causes the uncomfortable discrepancy during high motion scenes when viewer still sees the fluid animation in his focus, but his peripheral vision doesn't, making the image look "choppy".

    Now, enter mobile phones. The screen is actually small enough to mostly, if not entirely fit into our focus. This drastically cuts the need for high fps.

    So why is Carmack talking about 60 fps on a graphics engine designed for phones? Is he actually clueless about the issue, is it marketing speak, or does he simply want to advertise to developers who may not be as familiar with the issue as he himself is?

    1. Re:60fps on a phone? Why? by cymbeline · · Score: 1

      I personally get the impression that John Carmack is filled with geeky pride that he got Rage running at 60fps on an iPhone. I know I would. I don't think this is really any kind of marketing strategy.

      I find a 60hz refresh rate on an iPhone device impressive, mostly as a feat of engineering. Carmack tends to be a developer who tries to get every ounce of computing power out of whatever platform he's working on.

    2. Re:60fps on a phone? Why? by willy_me · · Score: 4, Informative

      So why is Carmack talking about 60 fps on a graphics engine designed for phones?

      Generating graphics is not the only task given to the CPU*. There are many other parts to a game that all require CPU time. So if a game can get high frame rates it implies that there will be some CPU available for the other important parts of a game.

      *And I realize that the GPU does most of the work with graphics but the CPU is also an important part of the equation.

    3. Re:60fps on a phone? Why? by JAlexoi · · Score: 1

      Well he probably does not have a degree in human biology, so it's understandable...

    4. Re:60fps on a phone? Why? by Alarindris · · Score: 1

      I'm pretty sure it's just anecdotal. I'm not really sure why you would want to actively throttle the fps, it's probably not an issue. Think "Oh, look, it's running at 60 fps."

    5. Re:60fps on a phone? Why? by MartinSchou · · Score: 2, Informative

      So why is Carmack talking about 60 fps on a graphics engine designed for phones? Is he actually clueless about the issue, is it marketing speak, or does he simply want to advertise to developers who may not be as familiar with the issue as he himself is?

      Or perhaps, just perhaps, he is happy about 60 fps on a phone, simply because it gives a 100% headroom for situations and games that require more than the RAGE demo?

      I don't know about you, but personally I'd rather have 100% headroom than 0%.

    6. Re:60fps on a phone? Why? by pinkeen · · Score: 1

      Maybe we don't need 60fps, but certainly the more the better, especially that no game runs at x fps flat - there are always more graphics-intensive scenes when the framerate drops significantly.

      But IMHO he's just bragging, he showed only some very low poly scenes there.

    7. Re:60fps on a phone? Why? by Luckyo · · Score: 1

      Well, numerically many if not most of these phones are nokia n8. These have a proper GPU, proper swapping and proper multitasking, and therefore aren't subjects to limitations discussed in the article.

      Same goes for high end android in many cases as well.

    8. Re:60fps on a phone? Why? by lilfields · · Score: 1

      I think he's trying to show off the flexibility of the RAGE engine. Let's face it, id's first engine titles are showcases to win licenses...that's where they make their real money. Think Quake 3 engine, and (a failure to many) the Doom 3 engine.

    9. Re:60fps on a phone? Why? by Luckyo · · Score: 1

      This is actually a physical impossiblity. The nerve signal conduction velocity is between 3 and 120 m/s for myelinated nerve cells, usually averaging around 20-30 for motor control cells (iirc, quick wikipedia search suggests same numbers).

      This means that at around 1 meter length from brain to fingers, you get about 1/30 sec lag on finger response after signal being sent by the brain.

      As a result, anything lower then this would likely be impossible to really affect due to biological limitations. You're most likely thinking of input LAG, where our actions come on screen delayed, in other words there are several frames that show action as if we didn't already start doing something differently. This indeed causes discrepancy as brain's logic is used to real world being immediately affected by our actions, and having artificial world in the game "life out" a period after we have visibly affected it breaks this effect.

      For difference between 30 and 60 fps to really affect our perception of input lag is, imho out of realm of physical possibility due to above reasons.

    10. Re:60fps on a phone? Why? by SanityInAnarchy · · Score: 1

      I can definitely see why you'd want it on a tablet, even if you don't on a phone.

      --
      Don't thank God, thank a doctor!
    11. Re:60fps on a phone? Why? by Andy+Smith · · Score: 1

      "Is he actually clueless about the issue"

      I'm sure the number of relevant issues that Carmack is ignorant about could be counted on no hands.

    12. Re:60fps on a phone? Why? by TheKidWho · · Score: 1

      The majority of gamers would disagree with you.

    13. Re:60fps on a phone? Why? by Narishma · · Score: 2, Interesting

      They're not in that market anymore. They do not want to license (and support) their new engines.

      --
      Mada mada dane.
    14. Re:60fps on a phone? Why? by hedwards · · Score: 1

      Indeed. The only reason why we're still talking about him is that he does things like this in an effort to see how far he can push the boundaries. The iPhone is a terrible platform for this sort of thing. The controls alone are enough to doom it to obscurity, but it's an interesting programming and design challenge and a way of reminding the other developers that he hasn't gone soft. I'm sure it's also serving as a way of making sure the engine scales well and has other practical applications as well. But he's a god in this space for a reason.

    15. Re:60fps on a phone? Why? by NoSig · · Score: 2, Interesting

      Let's go with your stated finger-lag of 1/30 second. For an insanely fast game, it will display a reaction to that on the next frame, which at 30 fps can be 1/30 second later. So the total lag is 2/30, which is double of the lag in the real world. If you run at 60 fps, the total lag will instead be 1/30 finger lag plus 1/60 game lag, for a total of 3/60, which is 1/60 less than before. There is no physical impossibility in being able to detect a difference of 1/60 second. Now add to that that some games take, say, 4 frames to react, and then at 30 fps you get a lag of 5/30 second while at 60 fps you get a lag of 6/60, which is 4/60=1/15 second better. And yes, Rage isn't just a display engine, it's also doing path finding and so on at 60 fps.

    16. Re:60fps on a phone? Why? by UnknownSoldier · · Score: 5, Informative

      Sorry for sounding like a jerk, but your exposition on rods and cones is all nice and good, but it is _completely_ missing the point, and tells you have never actually shipped a game.

      1. You provide "head room" or "breathing room" so when the level designers and artists go crazy, you don't blow you frame rate budget,
      2. If you can't hit 60 Hz when you ship, you can still EASILY hit 30 Hz. It is MUCH harder when you are already barely pushing 30 Hz at alpha/beta and you need to guarantee every playable area needs to hit 30 Hz without having to drastically redo levels / models, and/or optimize code
      3. 60 Hz is smoother then 30 Hz, (yes there are people that can tell)

      > So why is Carmack talking about 60 fps on a graphics engine designed for phones? Is he actually clueless about the issue,
      As he practically _invented_ 3d first person shooters on PC, I _seriously_ doubt that.

    17. Re:60fps on a phone? Why? by rrossman2 · · Score: 1

      But its not a 60hz refresh rate, its 60 fps. They imply different things. The 60hz would be up to the screen, the 60 fps means the game + graphics processor can feed that many frames per second to the display driver, but if the display driver only does 45hzs.. Then unneeded frames. If the screen does 120hz refresh rate, then the 60 fps is really only feeding the display driver half of what the actual display panel is capable of

    18. Re:60fps on a phone? Why? by onefriedrice · · Score: 1

      3. 60 Hz is smoother then 30 Hz, (yes there are people that can tell)

      Indeed, the vast majority of people can tell the difference between 30fps and 60fps, even on a small device. Even the differences between 30fps and 40fps or 50fps and 60fps are quite apparent to many people.

      --
      This author takes full ownership and responsibility for the unpopular opinions outlined above.
    19. Re:60fps on a phone? Why? by KarmaMB84 · · Score: 1

      It's because unlike with movies, TV etc video games do not produce a perfect distribution of frames at the refresh rate of the monitor. Sometimes a new frame just hasn't been rendered yet when the monitor refreshes leaving it stuck with a stale frame for that refresh. When the next refresh comes up there's new frames and it uses one causing a sometimes noticable (depending on what is going on) jerk as it goes from the stale frame to a fresh one.

    20. Re:60fps on a phone? Why? by CreateWindowEx · · Score: 1

      Let's not forget latency. On modern 3D architectures, there can be several frames between when the game engine processes user input and when the result appears on the screen. Typically the CPU is filling out a display list for frame 3 while the GPU is rendering frame 2, and the display is showing frame 1. And this is over any additional latency in input processing. At 60 fps, 3 frames is under 50 ms, while 30 fps it's 100 ms. For an amazing display of what low latency is like, try playing something like Kaboom on an Atari connected to an analog tube TV. No buffeting, 60 fps, so only 16 ms between moving the paddle and seeing it move on screen. For racing games, the latency has a huge impact on the user's ability to control a vehicle without entering oscillation. Also, depending how far you hold the phone from your eyes, an iPhone game could potentially take up any amount of the visual field. 60 fps is definitely noticeable on an iPhone. Whether or not the tradeoff of reduced graphical detail versus 30 fps is worth it is a very subjective choice, which is why even on home consoles, there is no standard.

    21. Re:60fps on a phone? Why? by Thing+1 · · Score: 1

      Half style points for using "doom", but you should have also added something about "competitors will be quaking in their boots". And also, "he's got a keen eye for detail", or something.

      --
      I feel fantastic, and I'm still alive.
    22. Re:60fps on a phone? Why? by UnknownSoldier · · Score: 1

      > The whole thing about certain frame rates being un-seeable is total crap.

      Yup, completely agree.

      Back in the CRT days I would prefer a 100 Hz monitor refresh rate for a steady image, with a frame rate of 72 Hz. Decreasing returns after that.

    23. Re:60fps on a phone? Why? by billcopc · · Score: 2, Insightful

      He's talking about 60 fps because he's proud to have achieved this level of performance on what is widely perceived to be a piece of shit platform for 3D graphics.

      It's the same pride that keeps the demoscene alive to this day, spurring coders to cram dazzling animations and music in 4096 bytes of mind-twisting code. That drive to bring out a computer's fullest potential through tireless tweaking, profiling and creative thought.

      It is far too easy to be lazy with today's fast PCs and GPUs. There is so much power in these chips that even the sloppiest code can run at acceptable speeds. It takes true dedication and a bit of masochism to buck that trend and push this generous hardware to its limits, and that is what Carmack does best.

      If he could make Rage run at 100 fps on the iPhone, he would - he knows full well that it would be impractical, but from an engineering perspective, it would be more efficient, meaning you could take the 100 fps engine and lock it to 60 fps (or even 30), and benefit from lower power consumption or more CPU available for other tasks.

      --
      -Billco, Fnarg.com
    24. Re:60fps on a phone? Why? by packman · · Score: 1

      Sorry but that's absolutely wrong. The reason why movies and tv work at 24fps and games don't is simple: motion blurring. A camera captures all motion within a certain timeframe (equal to the shutter-time of the camera). A computer renders a single snapshot of this motion, which appears very sharp. For the first, your brain creates sharper images than there actually are, even at 24fps, and sees them as motion.
      For the computer generated ultra-sharp snapshots however, you need a lot more images per second to convince your brain of it being a fluent motion. There is no way this is affected by screen size, focus or your eyes. It's your brain that has to be fooled, not the eye. And for sharp static images - you need at least 60fps to fool your brain in every situation, and Carmack knows this very well...

    25. Re:60fps on a phone? Why? by UnknownSoldier · · Score: 1

      Correct.

      Also, computer rendered images typically lack temporal aliasing, and depth-of-field.

      Using the term "motion blurring" is a nice way to summarize the differences/problem.

      Cheers

  8. Re:Furious by BiggerBoat · · Score: 1

    It won't eclipse Unreal Engine's status. id Tech 5 will not be licensed to 3rd party developers and publishers. You want to license id Tech 5? You have to publish through Bethesda.

  9. Re:Furious by ThePromenader · · Score: 1

    Someone metamoderate the moderator '-5 no sense of humour'.

    --

    No, no sig. Really.

    ThePromenader
  10. Re:Furious by Narishma · · Score: 1

    idTech 5 isn't going to compete with UE3. They aren't going to license it to other developers (except those publishing through Bethesda) mainly because it's too much hassle to support and they'd rather be in the business of making games than supporting engines.

    --
    Mada mada dane.
  11. Re:Fucking magnets, how do they work? by hedwards · · Score: 1

    And I'm sure you also are capable of telling the difference between a CD and an MP3 encoded at 192kbps variable as well. Apart from a small minority of people that get headaches you shouldn't be able to notice a difference until you get down to at least 30fps or so and probably under 24fps.

  12. Re:Furious by Locutus · · Score: 1

    John Carmack is the id Software guy and id does games('does' used loosely). So we;re talking bout games.

    LoB

    --
    "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
  13. not really by argStyopa · · Score: 1

    I'd prefer that id spend a little more time on GAME, less on getting said product to run on the phone in your pocket.

    I mean, have you actually PLAYED the last 3 crap titles from id? Bleargh.

    I will always respect id for what they invented for computer gaming. The number of hours I wasted trying to control Canalzone alone....

    But really, they haven't produced a game worth PLAYING since Quake2.

    --
    -Styopa
  14. Re:Furious by Chaos+Incarnate · · Score: 1

    Not that anybody will want to license id Tech 5. Only one non-iD/Bethesda game used id Tech 4: Prey.

    --
    Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
  15. Re:It has to be asked... by AHuxley · · Score: 1

    World size, monster count, AI, texture size. If you get it wrong your back to MS 640p Halo and are named and shamed.
    Real big new games need real power ie gpu over large displays, cpu, physics, sounds, AI, networking.
    This is why I don't buy console games. Something has to give to get it working on a few $10's worth of chips and its the stuff that makes a 'new' game worth playing imho.
    Do you really want to be playing a PPC "Apple Mac" port in 2011?

    --
    Domestic spying is now "Benign Information Gathering"
  16. That reminds me Palm OS 3.x by GPLHost-Thomas · · Score: 1

    iOS does not have a swapfile, so if you use too much dynamic memory, the OS gives you a warning or two, then kills your process. The bane of iOS developers is that "too much" is not defined, and in fact varies based on what other apps (Safari, Mail, iPod, etc) that are in memory have done

    That clearly reminds me PalmOS (the 3.0 to 3.5 Palm time), where you didn't even have enough RAM allocated dynamically to be able to do such a simple thing as decompressing a Gif file (the lookup table didn't fit in it). Like with the iOS now, the doc was pretty much not clear about how much RAM you could allocate when running an application, but we finally found that we could only count on 32MB !!! So, at the end, after 10 years, phone operating systems didn't evolve much in terms of stupidity... :)

    1. Re:That reminds me Palm OS 3.x by tlhIngan · · Score: 1

      That clearly reminds me PalmOS (the 3.0 to 3.5 Palm time), where you didn't even have enough RAM allocated dynamically to be able to do such a simple thing as decompressing a Gif file (the lookup table didn't fit in it). Like with the iOS now, the doc was pretty much not clear about how much RAM you could allocate when running an application, but we finally found that we could only count on 32MB !!! So, at the end, after 10 years, phone operating systems didn't evolve much in terms of stupidity... :)

      You do realize why, right? Like the original iPhone, iPHone 3G, iPOd Touch (original and 2G) only had 128MB of RAM. The iPhone 3GS and iPod Touch 3G and 4G and iPad only have 256MB, and iPhone4 has 512MB.

      Given the kernel takes a bit off, plus all the other stuff running in the background, being able to consistently allocate 32MB seems reasonable. Especially since iOS 4 supports suspending apps and backgrounding services, which means chunks of RAM can be taken away.

      And Linux suffers the same fate too - you may have heard of the oomkiller? On embedded platforms, oomkiller can strike quite randomly, depending on what else is running at the same time so even allocating a huge chunk of RAM can easily result in getting killed. At one point, we decided it was best to enable swap on the hard drive even though it killed disk performance - having our embedded app die randomly was a far worse outcome than the losee of performance with swap.

      Without swap, your options are limited should people want to allocate huge swaths of RAM. The fact that you get warnings to clean up your RAM is a small advantage. And PalmOS devices have to split working RAM with storage - when you're talking about running in 1/2/4MB of RAM, a lot of tricks are done because you can't blithely allocate RAM.

    2. Re:That reminds me Palm OS 3.x by GPLHost-Thomas · · Score: 1

      Frankly, and excuse me to say it this way, but that's bullshit. If there's 512 MB of RAM, and you can allocate 32 MB only, what's the point of having that much available on the hardware? Just so that the specs looks good for new buyers? I'm ok that there should be limits set somehow, but not like that. How could an application like Stellarium that I run in my n900 run on iOS ? Are you going to say "sorry, there's too much risk that your phone will crash, so I wont let you load all your stars database"?

      As for PalmOS, that was bullshit the an even more stupid way. COME ON, only 32 KB of RAM, even when there was 3MB absolutely and totally available? And what about this RAM pagination stupidity that they came with, when the processor didn't even need it? Are you going to say that there is a valid reason behind it, appart from developers of PalmOS knowing absolutely nothing but (old type of 68k based) Mac OS?

  17. Re:It has to be asked... by billcopc · · Score: 2, Insightful

    The quad-core PC, fancy GPU and gigs of RAM allow you to run your PC game at a much higher resolution and graphic quality than any current-gen console. If all you want is 1280x720 with no antialiasing, you can probably get away with a dinky $50 graphics card.

    Personally, I like playing flashy games on 3 WQHD monitors with all the sliders maxed out. That's 12 times more dots than a standard HDTV, and a bit more rendering detail due to AA/AF postprocessing, so it's understandable that such ridiculous graphics would require expensive high-end hardware. It's not required to just play the thing if you have more reasonable expectations than I.

    --
    -Billco, Fnarg.com
  18. Y2K APOCOLYPSO MUCHO?!!! by Thud457 · · Score: 1

    surely 01/01/01 (that's 2001) would be nine (almost ten!) years old, and therefore unable to read the article.

    honestly, I didn't die hunting down and exterminating mutants like you in the Ed Yourdon milita just to have to tolerate slurs like that!

    --

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

  19. Re:Furious by Creepy · · Score: 1

    Each iteration of id Tech always tended to be designed for the game being made and not as a flexible engine, so basically anything that used it was more of an extension of the game id put out (which is to say, a shooter). I've only seen the open source code, but generally id's engines are much cleaner and easier to use than, say, Gamebryo, but Gamebryo has a lot more flexibility (and is a frightening mass of buggy code from when I used it, but that was before it was called Gamebryo, so I'm not sure where it stands today... judging by Oblivion/Fallout/etc, it is still a mess). I have not had any meaningful time to look at Unreal Engine code so I don't know where that one stands, but from word of mouth I'd heard it was a lot cleaner than Gamebryo, but not quite as feature-rich (again, that was a few years ago - Unreal may have caught up).