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Rage and the Tech Behind id Tech 5

MojoKid writes "id Software's long-awaited FPS, Rage, is set to ship in October. When it launches, Rage will be the first game to feature id's newest graphics engine, dubbed id Tech 5. id Tech 5 has evolved considerably since the company started talking about it four years ago, however. While it contains a number of additional features, MegaTexturing remains one of the game's most visible advances. MegaTexturing uses a single large texture to map the terrain of an entire area. Data from that texture is streamed in depending on where the player is standing and what's visible. Effects that would normally be blended in traditional tiled texturing can be baked into the megatexture and streamed off disc when needed. The advantage of megatexturing is that it allows artists to create unique environments rather than resorting to a variety of tricks to hide repetitive texture tiles." id's Tim Willits spoke with Eurogamer about Rage's development, explaining how their goal of fast-paced action dictated certain design decisions. Rage will make use of Steamworks, but won't require a persistent connection for offline play. However, small parts of optional single-player content will only be available to players who buy the game new. Willits said, "Most people never find them. But as soon as you do, you're like, oh. And then you start to look for it. That's our first-time buyer incentive."

172 comments

  1. Long term Id fan here... by mfh · · Score: 4, Interesting

    I'm a long term Id fan here. Let me start by saying the latest id-Tech engine looks awesome, but the buck stops there. The story and the characters look pretty cardboard, when they should be amazing if we're applying the technology uniformly over every possible realm of creativity.

    There's a kind of goofy appearance to things, and you can see the split-second jitter when scripted sequences switch between one sequence and the next.

    Also this looks too campy. It seems like Id is really missing some of the grit that it had back when it was released Quake. They had Nine Inch Nails do the soundtrack and a lot of the sounds were created by Trent Reznor. All that stuff went away when John Romero left, or at least most of it just fell by the wayside when John Romero forgot he was a cool kid and started making cellphone games instead of gritty grindhouse type stuff.

    This appears to be nothing more than an engine release that is dressed up a bit in order to sell the technology.

    Look at Battlefield 3; that is the kind of game I expect from Id Software, but we get something kinda goofy.

    I'd like to see what Valve would do with this engine if they licensed it -- but I'm not convinced Valve needs it.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Long term Id fan here... by Pino+Grigio · · Score: 0

      Has there ever been an ID game that wasn't kind-of "goofy"? Ok, their early stuff like Doom and Quake were genuinely great fun to play, but ID don't do narrative, story-telling or anything like that and never have. Doom 3 was the last ID game I played. As I've got older, I've started needing some interest other than flashy graphics to attract me to play.

      Anyway as a software developer who works in graphics, I'll be interested to see the meta-texture demo.

    2. Re:Long term Id fan here... by h4rr4r · · Score: 2, Informative

      This is a Tech Demo for the engine. Just like DOOM3 was. Id does not really make amazing games. They make amazing engines and decent games as tech demos for the engines.

    3. Re:Long term Id fan here... by mfh · · Score: 1

      Quake was cool. It was simple.

      It had a silent story and that made it better in many ways, more enthralling as a result.

      Anyway as a software developer who works in graphics, I'll be interested to see the meta-texture demo.

      As a gamer, I'd like to see a Quake TC come out of this game.

      --
      The dangers of knowledge trigger emotional distress in human beings.
    4. Re:Long term Id fan here... by VGPowerlord · · Score: 1

      This is a Tech Demo for the engine. Just like DOOM3 was. Id does not really make amazing games. They make amazing engines and decent games as tech demos for the engines.

      Sadly, that could cause them problems.

      Likely, even now, the most widely used game engine developed by someone other than the developers of the game in question is the Unreal Tournament 3 engine from 2007.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    5. Re:Long term Id fan here... by Beelzebud · · Score: 1

      Well to be fair Reznor started out working on the sounds for Doom3 (which can be heard in the "leaked" E3 Doom3 alpha). He dropped out of the project because it was just taking too long.

    6. Re:Long term Id fan here... by h4rr4r · · Score: 1

      Might not be the most widely used, but Id engines see a good bit of use. Prey and Prey 2 are both DOOM3/QUAKE4(IdTech4) engine based

    7. Re:Long term Id fan here... by Anonymous Coward · · Score: 0

      Meh... "silent story", to me, frequently means "blow lots of shit up first; we were too bored to make a story, so our fans will do that work for us".

      Not always, but frequently. And given id's history of "storytelling" in games, I'm not holding up particularly high hopes that this'll be anything more than "blow lots of shit up MORE PRETTY-LIKE THAN LAST TIME!!!!1!1!!". Once companies with competent writers get hold of the engine, maybe. But id? Not a chance in whatever version of hell you'll be blowing the shit out of this time around.

    8. Re:Long term Id fan here... by mfh · · Score: 2

      Well to be fair Reznor started out working on the sounds for Doom3 (which can be heard in the "leaked" E3 Doom3 alpha). He dropped out of the project because it was just taking too long.

      I have it on good authority he dropped out because he wasn't that much into it. Doom 3 was pretty bad, tbh.

      Doom 1 & 2: technologically amazing, creative, dark and scary... total game changers.
      Quake: Flipped the industry in its ear. Half Life 2, created much later, was the only game that could replace Quake, and it was built originally around Id's Quake engine.
      Quake 2: colored lighting, easier implementations of sounds and better models. Kinda cool story but sort of lame too. Rubbery physics. Better networking.
      Quake 3: Popcorn baby. Popcorn game. Slick looking but zero nutrition. Awesome networking.
      Doom 3: Scary at times, but slow as fuck and boring in parts. Terrible acting.
      Quake 4: lol just bad. Looked good but pretty boring.

      See the downward trend here? Yeah that started when Romero left and stopped caring about making good games.

      --
      The dangers of knowledge trigger emotional distress in human beings.
    9. Re:Long term Id fan here... by Anonymous Coward · · Score: 0

      This is not a tech demo for the engine. It is a game they have spent six years working on.

      And Bethesda has made it clear they will not be licensing this engine to third parties.

    10. Re:Long term Id fan here... by mfh · · Score: 1

      Meh... "silent story", to me, frequently means "blow lots of shit up first; we were too bored to make a story, so our fans will do that work for us". Not always, but frequently.

      I tend to disagree. Some of the best games have no talking at all in them. Video game designers aren't that good at Hollywood scripts. If you look carefully at Rockstar Games... these guys KNOW how to do it. They know how to make a game feel like you're right there and you can get right into the story. The technology is there also, but it's riding back-seat where it belongs.

      The story and the entertainment is what's worth paying for, not technology. I mean give me another game that looks the same as all the others and I'll play it for weeks and weeks... years even if it has some hook for me. Some reason to play.

      Here is what I'm looking forward to and I hope it doesn't suck:

      http://survivorzero.com/

      --
      The dangers of knowledge trigger emotional distress in human beings.
    11. Re:Long term Id fan here... by pavon · · Score: 1

      The problem is that they refuse to accept that fact. They deliberately decided not to license out their idTech 5 engine. Then they spent more than four years creating content for their new engine. But by all accounts this content isn't any good, and the engine that looked amazing when it was first demoed, is now not so impressive. They really need to learn how to leverage their strengths or they won't survive another release.

    12. Re:Long term Id fan here... by Anonymous Coward · · Score: 0

      If Bethesda uses the engine for an Elder Scrolls game instead of the shittastic engine they've been using since Morrowind, I'll consider it all worth it.

    13. Re:Long term Id fan here... by mobby_6kl · · Score: 2

      >This is a Tech Demo for the engine.

      Oh, then it makes perfect sense that they aren't going to be licensing the engine to anyone!

    14. Re:Long term Id fan here... by h4rr4r · · Score: 1

      Bethesda will be using it. They make some games like Elder Scrolls and a little thing called Fallout.

    15. Re:Long term Id fan here... by pavon · · Score: 3, Insightful

      Except John has already said the engine is not suitable for those sorts of games:

      He added that id Tech 5 is "not magic," and the engine is good for certain kinds of games such as Rage, but not as much for games such as Grand Theft Auto that render cities with lots of surface area.

      "The megatexture direction [in id Tech 5] has some big wins, but it's also fairly restrictive on certain types of games," he said. "It would be a completely unacceptable engine to do [Bethesda's Elder Scrolls V:] Skyrim in, where you've got the whole world, walking across these huge areas."

    16. Re:Long term Id fan here... by Surt · · Score: 1

      They will survive as long as they want, they have plenty of cash to survive several flops in a row.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    17. Re:Long term Id fan here... by 0123456 · · Score: 2

      If you look carefully at Rockstar Games... these guys KNOW how to do it. They know how to make a game feel like you're right there and you can get right into the story.

      I totally disagree. In the GTA games I find the 'story' is mostly just an annoying means of preventing me from doing what I want to do.

      "Go to the other side of the map to start the mission. Watch a cutscene. Go back to the side you started on to get a car. Go back to the other side again to pick up a passenger. Get chased by a dozen bad guys as you drive back to the side of the map you started on. Oh dear, you got there five seconds too late. Go back and start again. But first, your cousin wants to play darts."

      That's what I see as the 'story' in a typical GTA game. I'd much rather they just forgot the 'story' and let me play the actual game.

    18. Re:Long term Id fan here... by bananaquackmoo · · Score: 1

      Look at Battlefield 3? Really? Yes its pretty, but its not a game I want to play. Rage is definitely something I will play. To each their own...

    19. Re:Long term Id fan here... by Desler · · Score: 1

      Bethesda will be using it. They make some games like Elder Scrolls and a little thing called Fallout.

      Okay, and how does that contradict anything? Bethesda isn't a 3rd party company and isn't licensing the engine. Bethesda and id are both studios under the same parent company.

    20. Re:Long term Id fan here... by PC+and+Sony+Fanboy · · Score: 1

      Meh... "silent story", to me, frequently means "blow lots of shit up first; we were too bored to make a story, so our fans will do that work for us". Not always, but frequently.

      I tend to disagree. Some of the best games have no talking at all in them. Video game designers aren't that good at Hollywood scripts.

      Dragon age : Origins + NO Hero talking = Awesome.
      Dragon Age 2 + Hero who talks = Not as good as the original.
      SurvivorZero + Shameless plug for a game that only 4 people will play (and 3 of which are the creators) = laaaame.

    21. Re:Long term Id fan here... by xhrit · · Score: 1

      >They really need to learn how to leverage their strengths or they won't survive another release.

      I am pretty sure they already sailed past that point a long time ago. The last few projects such as quake live have been failures and ID has ceased to an independent entity. I am fully expecting Carmack to retire or be laid off soon, then all that will be left of ID a tech engine that is "a completely unacceptable engine to do Skyrim in", and some old used up IP that no one really cares about anymore.

    22. Re:Long term Id fan here... by mfh · · Score: 1

      SurvivorZero + Shameless plug for a game that only 4 people will play (and 3 of which are the creators) = laaaame.

      I'm not developing this game and I have no affiliation with the team. You don't want to play a game where you are surrounded by zombies and you have to hack your way through it? It's gonna be fun! And I think it's gonna be free to download, but I could be mistaken.

      --
      The dangers of knowledge trigger emotional distress in human beings.
    23. Re:Long term Id fan here... by mfh · · Score: 1

      I heard LA Noire was awesome. The youtube vids look pretty sweet.

      I'm gonna buy it in the fall when it ships for PC.

      --
      The dangers of knowledge trigger emotional distress in human beings.
    24. Re:Long term Id fan here... by Yuioup · · Score: 1

      Ok, but honestly, how many people have played Prey or are still playing it?

    25. Re:Long term Id fan here... by Pino+Grigio · · Score: 0

      I played it. Quite enjoyed it actually (was a surprise).

    26. Re:Long term Id fan here... by Yuioup · · Score: 1

      Quake3 is hands down the best arena shooter out there and I don't think anything will replace it ever.

    27. Re:Long term Id fan here... by antdude · · Score: 1

      Aren't most of their games like that? They do great engines. Other companies license their engines to make better games!

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    28. Re:Long term Id fan here... by mobby_6kl · · Score: 1

      Actually there were some legal issues surrounding the project apparently, and that was enough to screw up the relationship between them. John talks about it at some point in this Q&A, though I couldn't find the exact moment just by jumping around. It's definitely worth watching the whole thing anyway.

      If we're lucky, maybe John will reply here in person to clear this up :)

    29. Re:Long term Id fan here... by Anonymous Coward · · Score: 0

      Sorry, but a full production title does not equate to a tech demo. Quit saying this. People were expecting classic Doom reincarnated with Doom 3, they got let down, that doesn't make the game a tech demo.

      Calling Rage a tech demo is just as ignorant. The press were given three hours to play Rage, after three hours the game was just starting to unfold. A tech demo is a quick 5-15min demo where you're lucky if you can actually control something.

    30. Re:Long term Id fan here... by Grog6 · · Score: 1

      I also am a longtime fan, and I totally agree with your assessment.

      Doom 3 was doom remade with better effects; it had zero re-playability. And the multiplayer sucked. :)

      We still play Quake 2; we have maps that are way better than any that shipped with the game. 64 people on a lan rocks!

      "The longest three feet" is a good example, lol. I'd make that for DnF, when (if) they ever release tools.

      I've been playing Crysis Wars since it released; it's the best shooter out currently, imho.

      DnF is campy, but the engine sux. It would have been better off dead than the consolized pos that was released.

      The "PC game" as a group is dead because of the greed in the industry; it's easier to make marginal games for console players. Stupid people buy more stuff, I guess.

      "Always on" connections are more BS; the only need for that is for advertising and marketing, not the game.

      NOTE: I purposely don't buy things that get advertised in my video games. I go to their competitors instead. I consider advertising a waste of my bandwidth, and it is treated like spam.

      --
      Truth isn't Truth - Guliani
    31. Re:Long term Id fan here... by Anonymous Coward · · Score: 0

      "by all accounts this content isn't any good" - Really? You're saying this? I'm sure there are negative reviews, but all I've seen is praise from people that have tried Rage.

      At conferences people have been looking under the table to verify the game is actually running on a console because of how nice it looks and the 60FPS framerate.

    32. Re:Long term Id fan here... by Beelzebud · · Score: 1

      I've always wondered what the actual story was behind his departure, because it almost seemed like tension between Reznor and Devine. There were vague statements at the time, and they both left the project in a relatively short time period of each other. I know in an interview years ago, the reason Reznor gave was that the project was taking too long and he was itching to work on more NIN stuff. At the time it seemed like a very diplomatic answer because he sort of blew it off and moved on to another topic.

    33. Re:Long term Id fan here... by h4rr4r · · Score: 1

      So it is really long tech demo, ok.

      DOOM3 was not a great game, it was a good game using an engine that was at the time hugely impressive. I expect the same thing made with Rage.

    34. Re:Long term Id fan here... by mrmeval · · Score: 1

      Yea and this engine has been in development HOW long? And it's not owned by iD anymore but some corprat blob.

      I suspect Rage'll endup ForeverNuked.

      --
      I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    35. Re:Long term Id fan here... by cheekyjohnson · · Score: 1

      The story and the entertainment is what's worth paying for, not technology.

      Whether something is worth paying for or not is up to the individual person to decide.

      --
      Filthy, filthy copyrapists!
    36. Re:Long term Id fan here... by Anonymous Coward · · Score: 0

      Your point? UT3 was itself just a tech demo for an engine.

    37. Re:Long term Id fan here... by Dahamma · · Score: 1

      After buying DOOM3 on reputation, I'm definitely not bothering with Rage unless it gets stellar reviews across the board. I'm kind of guessing there are plenty of other gamers out there with the same idea...

    38. Re:Long term Id fan here... by BiggerBoat · · Score: 1

      Yeah, that caught my eye too. I've read a lot of the previews, and they are mostly positive. I have no idea what accounts Pavon is talking about.

    39. Re:Long term Id fan here... by BiggerBoat · · Score: 1

      You are correct and mfh is wrong. In fact, mfh is wrong in several of his posts, or at least says misleading things. Seems like he's got an axe to grind or something.

      All that stuff went away when John Romero left,

      Romero didn't "leave," he was fired.

      This appears to be nothing more than an engine release that is dressed up a bit in order to sell the technology.

      Ah yes, essentially the ol' "tech demo" charge, a claim as tired as it is dumb. People say it to sound cool, I guess, but if anyone actually believes it, they simply do not know what a tech demo is. And furthermore, since only developers who publish through Bethesda can use id Tech 5, it would be pretty idiotic to spend 6+ years and untold millions of dollars "dressing up an engine" to sell to buyers who may not exist.

      There are a bunch of other engines around that do the job at way cheaper rates.

      mfh is privy to how much Bethesda would charge to license the tech? Do tell!

    40. Re:Long term Id fan here... by PC+and+Sony+Fanboy · · Score: 1

      SurvivorZero + Shameless plug for a game that only 4 people will play (and 3 of which are the creators) = laaaame.

      I'm not developing this game and I have no affiliation with the team. You don't want to play a game where you are surrounded by zombies and you have to hack your way through it? It's gonna be fun! And I think it's gonna be free to download, but I could be mistaken.

      I do. So I bought Left 4 Dead. And the second one. Do I want more competition in the zombie game arena? Sure. But ... well, it's got to be COMPETITION. Not just, you know, another team making another game.

    41. Re:Long term Id fan here... by Anonymous Coward · · Score: 0

      You need to check your facts. id Software is not going to be licensing its technology anymore. The engine is going to be used only in id and its sister companies (all owned by Zenimax.)

    42. Re:Long term Id fan here... by bonch · · Score: 1

      Just because it's not going to be licensed to third parties doesn't mean it's not a tech demo--what kind of logic is that? Obviously, the engine will be used internally within the company and its subsidiaries.

    43. Re:Long term Id fan here... by bonch · · Score: 2

      Carmack doesn't reply on Slashdot anymore after all the positions this site has taken in favor of Pirate Bay and piracy in general.

    44. Re:Long term Id fan here... by Anonymous Coward · · Score: 0

      This appears to be nothing more than an engine release that is dressed up a bit in order to sell the technology.

      They've stated numerous times that they have no plans on licensing the engine.

    45. Re:Long term Id fan here... by KozmoStevnNaut · · Score: 1

      I like LA Noire a lot, it's one of the most mature games I've played. That's "serious mature" and not "Leisure Suit Larry mature".

      The only complaints I have is that it tends to railroad you quite badly in some parts and tends to hold your hand quite a lot so that sometimes it feels like you're just looking at clues in a sequence the game lays out for you instead of doing your own detective work.
      Then again, some of the clues are stupidly hard to find, frustratingly so from time to time.

      But other than that, the story is solid, most of the characters are nuanced, well-written and solidly acted. The facial animation falls down a bit during some bits such as extreme closeups, but it's still by FAR the best facial animation I've seen in a game. When it does come together, it even tends to look a bit like they superimposed recordings of the actors faces on top of the 3D modeled heads, the facial animation is that far ahead of anything else right now.

      --
      Eat the rich.
    46. Re:Long term Id fan here... by ifrag · · Score: 1

      Sadly, that could cause them problems.

      Likely, even now, the most widely used game engine developed by someone other than the developers of the game in question is the Unreal Tournament 3 engine from 2007.

      I think John Carmack said at Quakeconn that they had no plans to license id Tech 5 externally at that point. Although that means Bethesda can still get their hands on it... I will be very excited if this leads to a Fallout 4 on id Tech 5.

      --
      Fear is the mind killer.
    47. Re:Long term Id fan here... by calzakk · · Score: 1

      Id does not really make amazing games. They make amazing engines and decent games as tech demos for the engines.

      Id does not make amazing games any more. But most would probably agree that Wolfenstein 3D, Doom 1+2, and Quake 2 (+1?) were amazing games for their time.

    48. Re:Long term Id fan here... by mobby_6kl · · Score: 1

      Because it makes no sense to spend many years and millions of dollars on developing the game just to convince your own company to use it. If they wanted just an internal tech demo, they had it finished and ready years ago, skipping the 70% of the effort that is actually making a fun game.

    49. Re:Long term Id fan here... by ifrag · · Score: 1

      The strange warped physics game play is actually a lot of fun. It's not something I'd go through a second time, but the first play was definitely worth it. Enjoyable enough I'll be checking out Prey 2.

      --
      Fear is the mind killer.
    50. Re:Long term Id fan here... by Creepy · · Score: 1

      That makes sense - I've done streamed terrain quadtrees and they are essentially a megatexture, but contains just height data (1 float of 4 bytes, but I've used 8 bits and 16 bits in the past). At the granularity I was using, I used up 2GB of disk for my terrain, and it wasn't overly large. Megatexturing simply is the same thing, but adds 12 (or 16, but terrain rarely needs alpha, so my bet is 12) bytes for color data, which would bring my quadtree up to 8GB. Oblivion was much larger than my terrain, but may have had less granularity, but if the terrain data alone took 8GB, the stuff on top probably would kick it up to 15 (uncompressed), and imagine doubling or quadrupling that, as each iteration of TES has done.

      Heh - my engine supports megatexturing already... some shaders would need to be rewritten, but we already stream tiles of terrain and load it to texture (the shader sees it as 4 heights per "pixel," so the change would be 1 height and 3 colors).

    51. Re:Long term Id fan here... by Lisandro · · Score: 1

      Am i the only person on earth who actually enjoyed Doom 3? Because i did. A lot.

    52. Re:Long term Id fan here... by sonicmerlin · · Score: 1

      Carmack has already stated during interviews that the id Tech 5 engine would not work with extremely open-ended worlds like Fallout and TES, so you're out of luck. And why would Bethesda not reuse their TES 5 engine for the Fallout series?

    53. Re:Long term Id fan here... by sonicmerlin · · Score: 1

      Are you kidding? The engine is great. They constructed it to be extremely modular. They can port a game to virtually any platform, including iOS and the consoles. It even uses the PS3 extremely efficiently. If the consoles last another 3 years, the engine will have done its job, but there's no doubt they'll use it on the PS Vita as well.

    54. Re:Long term Id fan here... by sonicmerlin · · Score: 1

      I am fully expecting Carmack to retire or be laid off soon

      Are you drunk?

  2. Re:iPad by Anonymous Coward · · Score: 1, Funny

    No. This requires a real computer not some "OOH SHINY!!!" piece of shit shat out by sweatshop workers and sold at 500% markup by our fine friends in Cupertino.

  3. Will it run in linux? by Anonymous Coward · · Score: 0

    A la quakewars?

    1. Re:Will it run in linux? by Beelzebud · · Score: 0

      Unfortunately they seem to be backing off from Linux support. One of their coders said he'd like to do a port, but it would have to be on his own time... Hopefully we'll see it happen, and it won't turn out like the promised UT3 Linux version that Epic abandoned.

    2. Re:Will it run in linux? by X0563511 · · Score: 2

      Hasn't it been this way for a long time? I thought all of the pre-GPL ports were done like that.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:Will it run in linux? by Beelzebud · · Score: 2

      No, their past games have shipped with Linux binaries, or had binaries available on the internet at release time. Even Quake 4 had a Linux client on release. They've never pushed if off like this. What you might be thinking of is the GPL source code releases.

    4. Re:Will it run in linux? by houstonbofh · · Score: 1

      Quake Wars did not have a Linux client for several months. I did not buy it until it did. I will do the same here. I run Linux. Yes I can do workarounds, but I will not buy software I have to work around.

  4. Re:iPad by Anonymous Coward · · Score: 0

    iPuked when you said that.

  5. Re:iPad by Anonymous Coward · · Score: 1, Informative

    Wrong. There is an iOS version. See the Wikipedia article: http://en.wikipedia.org/wiki/Rage_(video_game)

  6. Megatexture is asinine. by Anonymous Coward · · Score: 0, Troll

    MegaTexture is utterly asinine. Rather than doing anything to ensure quality, it simply shifts all responsibility to the artists. It is a make-work project for artists and serves mainly to raise the cost of making a game.

    1. Re:Megatexture is asinine. by X0563511 · · Score: 3, Insightful

      Guess what? The vast majority of making something look good lies in the artists' realm.

      You can put as many polygons onto the screen as you wish, but if you don't have someone competent painting them with the appropriate colors and putting them in the right place it's going to look bad.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    2. Re:Megatexture is asinine. by bonch · · Score: 2, Insightful

      It's a streaming system that lets artists paint unique textures rather than today's tiled patterns. That's a bad thing how? What exactly is it shifting responsibility for? Engines don't create the texture assets.

      The key to good trolling is to sound just rational enough that a large swath of people won't dismiss you outright. Try again, anonymous coward.

    3. Re:Megatexture is asinine. by Splitterside · · Score: 1

      I will give you the benefit that you probably have not made a game before, so you probably dont understand what MegaTextures really mean to an artist. Your statement is incorrect and too bad comments like these go out everywhere before actually doing some research into the topic. It may be slightly more work for an artist to pull off, but it also gives the artist more freedom to shape the game world that many of us will be spending hours in. Thank you Id Tech 5!

    4. Re:Megatexture is asinine. by X0563511 · · Score: 1

      Woo! Mods on crack!

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  7. Re:iPad by Beelzebud · · Score: 3, Informative

    You do realize that they're not the same game at all, and that the phone version was made just for phones, right?

  8. Re:iPad by bonch · · Score: 0, Troll

    There's already an iOS version, you creepy troll who will die alone.

  9. Re:iPad by Anonymous Coward · · Score: 0

    You do realize that I said "version" and not "direct identical port" and that the AC is still wrong when he flat-out said "No" and that a "real computer" is required, because, in one form or another, Rage is available for iOS, right?

  10. But does it look like crap? by RobinEggs · · Score: 1

    All I really know about id Tech 5 is that many posters here on slashdot claim to have seen previews and tech demos already, and they say it absolutely sucks.

    I recall people saying it pales in comparison to any modern game engine, and in fact doesn't even hold up against Source, which is now 7 years old. Specifics included complaints about the polygon count being so low that you could see visible spikes on the heads, shoulders, etc. of characters and such.

    Maybe that was just demos; maybe id is the only company in the world to demo the relevant rendering advances without obsessing over technically trivial things like polygon count in non-production projects. Nevertheless, usually the demos and gameplay movies look way *better* than production product, so this seems like a serious concern.

    In fact, if these complainers are truthful and accurate, id Tech 5 is truly nothing more than a very early April Fool's joke.

    1. Re:But does it look like crap? by h4rr4r · · Score: 0

      Considering IdTech 4 the previous engine beats Source, I am going to call Troll on you.

    2. Re:But does it look like crap? by Anonymous Coward · · Score: 0

      Specifics included complaints about the polygon count being so low that you could see visible spikes on the heads, shoulders, etc. of characters and such.

      Don't know where that came from, but this screenshot looks good to me.

    3. Re:But does it look like crap? by VGPowerlord · · Score: 3, Informative

      I recall people saying it pales in comparison to any modern game engine, and in fact doesn't even hold up against Source, which is now 7 years old.

      Source is iteratively updated. There have been at least 8 major versions of Source, although I'm not going to list the changes to each one.

      • Original. Launched with HL2. No longer in use by any Valve games. Client is Windows only.
      • Episode 1. Launched with HL2: Episode 1. Currently used by Half-Life: Source and Half-Life: Source Deathmatch. Client is Windows only. Server is Windows and Linux.
      • Orange Box. Launched with HL2: Episode 2. Currently used by Half-Life 2, Half-Life 2: Episode 1, Half-Life 2: Episode 2, and Portal. Client is Windows and Mac.
      • Orange Box 2009. A fork of Orange Box for multiplayer games. Currently used by Half-Life 2: Deathmatch, Day of Defeat: Source, Counter-Strike: Source, and Team Fortress 2. Client is Windows and Mac. Server is Windows, Mac, and Linux.
      • Left 4 Dead. Currently used by Left 4 Dead. Client is Windows and Mac. Server is Windows, Mac, and Linux.
      • Left 4 Dead 2. Currently used by Left 4 Dead 2. Client is Windows and Mac. Server is Windows, Mac, and Linux.
      • Alien Swam. Currently used by Alien Swarm. Client is Windows. Server is Windows.
      • Portal 2. Currently used by Portal 2. Client is Windows and Mac. No standalone server.
      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    4. Re:But does it look like crap? by Anonymous Coward · · Score: 0

      Go back 2 screens: jagged skull, painted-on bullets and clothes... Ouch ! This mix of hi-res and low-res ain't pretty!

    5. Re:But does it look like crap? by h4rr4r · · Score: 1

      My meaning was that his statements only purpose was to start an argument.

    6. Re:But does it look like crap? by twokay · · Score: 1

      Well if its not as good as Source then i guess i will spend more time looking at a loading screen than playing the game. Portal 2 worked out about 50/50 from what i remember... ^^

      --
      Wannabe nerd.
    7. Re:But does it look like crap? by edxwelch · · Score: 1

      > the polygon count being so low that you could see visible spikes on the heads, shoulders, etc

      I wonder, could that have something to do with the fact that they target 60 fps, while most other games settle for 30 fps

    8. Re:But does it look like crap? by bonch · · Score: 1

      id Tech 4 most definitely does not beat Source in the visuals department. Hell, you can see texture seams on the top of every Doom 3 character's head.

  11. Evolved? only if ID was a pokemon... by Anonymous Coward · · Score: 0

    More graphics, gimmicks and no damn innovation. And I just had a thought. There are actually TWO video game markets: Those who thought Doom/whatever age appropriate FPS was the only game they could ever love when it first came out, and those that played other things after getting bored.
    There's just a lot more "Shooter" fans out there.

    1. Re:Evolved? only if ID was a pokemon... by Anonymous Coward · · Score: 0

      or there are those who think rpgs are the epitome of gaming and everything else is beneath them...especially shooters. the reality is they lack the attention span and reflexes needed to play fps well. this is most nerds btw.

  12. Re:iPad by Beelzebud · · Score: 1

    No, Rage HD is available for IOS, and it's not the same game at all. Rage isn't going to be a gallery shooter like the phone game was.

  13. No custom maps by PhrostyMcByte · · Score: 4, Interesting

    The unfortunate consequence of megatexturing is that nobody will be able to make custom maps for this. Carmack talked about needing an expensive server with 192GiB of RAM to compile the maps.

    The technology is really impressive, but I can't imagine it being worth this. id has always been very friendly to the map/mod community—they're the last company I'd have expected this from.

    1. Re:No custom maps by backslashdot · · Score: 1

      you have a citation for this? Also what about using something like Amazon Ec2 to compile the maps?

    2. Re:No custom maps by amicusNYCL · · Score: 1

      Isn't that jumping the gun just a little bit? Have you seen any statements from id that custom maps will be impossible? Don't you think they would put some sort of effort into making their games easy to make content for?

      --
      "Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
    3. Re:No custom maps by PhrostyMcByte · · Score: 2

      It's in his QuakeCon keynote. I don't remember at what point, though.

    4. Re:No custom maps by omnichad · · Score: 1

      It takes longer, but for a few years now, we've had the ability to page memory to disk.

    5. Re:No custom maps by FrozenFOXX · · Score: 2

      The unfortunate consequence of megatexturing is that nobody will be able to make custom maps for this. Carmack talked about needing an expensive server with 192GiB of RAM to compile the maps.

      The technology is really impressive, but I can't imagine it being worth this. id has always been very friendly to the map/mod community—they're the last company I'd have expected this from.

      A couple of years ago at QuakeCon John Carmack actually talked a bit about this and it's not at all surprising. He talked about how the problem for the mapping/modding community is that the games are so massively complex now it's nearly impossible to make anything of note without a software development team of your own. And he's right. Go back to the days of Doom, Duke Nukem 3D, and Quake and you've got HUGE volumes of mods, maps, and so forth. You could actually bang out a fairly interesting little map for Doom in an afternoon, then tweak it the following day.

      Now fast forward to something like Far Cry or Doom 3. Modding these with anything even HALFWAY to the degree of those older games is nearly impossible. Replacing models with your own requires huge expenditures of time, talent, and skills that most people flat-out don't have (when's the last time you built a 3D rendered model on par with a character from Gears of War?). Instead, John saw that cell phones and other smaller games were where all the creativity was going. After all, pulling down the Android Dev kit is free, banging out a little game or modding someone else's isn't too terribly difficult by comparison and you've got a lot of examples to go off of.

      Where John is seeing the "modding/mapping" community going is starting small. You start with smaller modifications, indie games, and other such things. When these are popular enough you attract more people and can start working on larger projects. Eventually you roll this up into a larger group that IS capable of modding the complicated titles in a tractable period of time (or just start your own studio, like with Splash Damage).


      But hey, that's just what the man said. I think he's right and I think he knows a lot more about the topic than I do, but it's just his opinion. I guess they could be willingly spurning communities en masse as well. Which reminds me, id Tech 4 is due to be released open source soon...

      --
      "Just a fox, a whisper."
    6. Re:No custom maps by jandrese · · Score: 1

      Isn't the megatexturing feature optional? Couldn't you break up your texture into 16 "mini-megatextures" or something to cut down on the amount of memory you need for the compile? Or you can just buy a reasonably beefy machine with 16GB or 32GB with a fast SSD and simply accept that it will take you longer to compile the maps. Depending on what "compiling" them requires, it might not even be that bad. Carmak tweeted awhile back that the 192GB monster they built cut their compile times down a lot, but he didn't make it sound like the original compiles were mathematically impossible or anything.

      I remember when Quake first came out and people building their own maps spent hours on the compile step. A few years later computers got a lot faster (and more memory) and it wasn't really an issue anymore.

      --

      I read the internet for the articles.
    7. Re:No custom maps by Surt · · Score: 1

      But now that it's (finally) coming out, a server with 192GiB of ram is pretty cheap. There are plenty of gamers with access or who can even afford a $15k box.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    8. Re:No custom maps by Jonner · · Score: 3, Informative

      Isn't that jumping the gun just a little bit? Have you seen any statements from id that custom maps will be impossible? Don't you think they would put some sort of effort into making their games easy to make content for?

      This interview with Carmack:

      For modders, Carmack stated that they were going to release the 64-bit version of tools though there is going to be a limit to what people can do with it because there is a lot of infrastructure involved with the mega-textured worlds. Expect to build new gaming characteristics and multiplayer modes, but not much more than that for now. Keeping in mind there is over a 1TB of source material to build RAGE, they can’t possibly put that all up for download.

    9. Re:No custom maps by UnknownSoldier · · Score: 5, Informative

      He said it three times... I just listened to this last week, so it was still fresh, and relatively easy to find. :-) Here is a partial transcript. In-Joy!

      @42:36 One of the things that we were doing in our production side of things for cranking out our build games to rebuild all the games.
      @42:44 when we build our virtual textures for the dynamic stuff, it is this process that
      @42: 49 at one point it just took hours. I rewrote it to be such a way that it used huge amounts of memory mapped files and it got down much much faster
      @42:59 but it really started swapping on any system that we had.
      @43:02 So we said "Well let's find out what the actual limitations here are."
      @43:07 So we took one of our servers and we put 192 gigabytes of ram in it
      @43:12 And it, so [it] was like $5000. We used to spend more then $5000 on a desktop PC. You know we had $10,000 workstations back in the day.
      @43:22 But 192 _gigabytes_ of ram. And, I think back, OK 128 _bytes_ of RAM in the Atari 2600; 192 _gigabytes_ of RAM being used to build this. You know, greater then a factor of a billion. Now that is stretching from before my time to a server grade system here. That is 9 order of magnitude.

    10. Re:No custom maps by Mia'cova · · Score: 1

      Perfect excuse for an SSD.

    11. Re:No custom maps by Anonymous Coward · · Score: 0

      Or someone could come out with a distributed network client.

    12. Re:No custom maps by Anonymous Coward · · Score: 0

      in the keynote for quakecon2011 he mentioned that it would be interesting to try to max out the engine capabilities using a backend like that...

      having such a deveklopment machine is not a requirement at all...

      being able to understand english is

    13. Re:No custom maps by Luckyo · · Score: 1

      He didn't. He said that it was too slow due to swapping, so they built a server with 192GB of RAM. The reference wasn't about how slow building maps is, but relation to an old system that had 128 bytes of ram, and the fact that they can now build a system for less money that has over 9 orders of magnitude more of RAM.

      It had nothing to do with actual efficiency, and I suspect that they will optimize the code (or you will just have to build it slowly with swapping).

      You can find the statement yourself at http://www.youtube.com/watch?v=4zgYG-_ha28 he talks about it around 43 minute mark.

    14. Re:No custom maps by xhrit · · Score: 1

      Rage is not the first game with megatexturing. Enemy Territory: Quake Wars uses an enhanced version of ID Tech4 with megatexture support. There are custom maps but the only options are for the ground to look like shit, or to use one of the megatextures that come with the default maps. As a result the modding community for ET:QW is almost non-existent.

    15. Re:No custom maps by Anonymous Coward · · Score: 0

      I'm pretty sure if the engine can handle megatexturing, it can also handle standard tiled textures where they prove more convenient.

    16. Re:No custom maps by xhrit · · Score: 1

      I hate to double post, but I would like to point out that the megatextures in et:qw are around 500 megs each compressed. That is just the textures, not including any geometry. At that size it is quite prohibitive for the community to store and transfer mods... wolf:et maps were 10 to 20 megs in size and could be downloaded while you waited in que for the match to begin.

    17. Re:No custom maps by Anonymous Coward · · Score: 0

      You completely misinterpreted what he was saying. It's not impossible to make maps without the uber-server that they used, it'll just take awhile.

      However, he DID say that, practically-speaking, no one is going to be making a megatexture because it's a lot of work, not because it requires a high-end machine.

    18. Re:No custom maps by Anonymous Coward · · Score: 0

      I believe was speaking at how well the engine could run with obscene amounts of memory. I remember this very well. I was at the event in row 2 speaking with him before his keynote.

    19. Re:No custom maps by Anonymous Coward · · Score: 0

      Keeping in mind there is over a 1TB of source material to build RAGE, they can’t possibly put that all up for download.

      And yet, if they purposefully leaked a 1TB Hard drive to a warez-scene group, u know what? it would end up on the pirate bay, and people WOULD download the whole freaking thing....

    20. Re:No custom maps by Anonymous Coward · · Score: 0

      Building the Rage mega-textures doesn't need a 192GB of ram, it'll just take longer if your computer is wimpy. He said they have about 1 Terrabyte of assets that go into the Rage mega textures, wow.

      Carmack did say at the end that he was sad because he doesn't expect the MOD community the make new mega textures because it's really hard.

    21. Re:No custom maps by Anonymous Coward · · Score: 1

      I'd fund a server that could compile those maps. Hell I'd fund one with a Terabyte of ram, fuck the money I could rent it out cheap and make the money back. Hell why doesn't iD? Why not license the engine and provide a cloud service to render the maps? Sheesh what a fast auger down.

    22. Re:No custom maps by Anonymous Coward · · Score: 0

      they said the same thing about quake.

    23. Re:No custom maps by Anonymous Coward · · Score: 0

      > Isn't the megatexturing feature optional?

      No. The geometry of the levels is dependent on it, and it can't easily switch them on the fly.

    24. Re:No custom maps by amicusNYCL · · Score: 1

      Judging by past things that Carmack has done, I think this part deserves emphasis:

      Expect to build new gaming characteristics and multiplayer modes, but not much more than that for now .

      Keeping in mind there is over a 1TB of source material to build RAGE, they can’t possibly put that all up for download.

      That's just silly, what happened to BitTorrent? Again, "for now".

      --
      "Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
    25. Re:No custom maps by Anonymous Coward · · Score: 0

      That just says that they used 192 Gig. Not that it is a requirement.

      It was a decision Carmcack made to favor time to compile over memory utilization. I do software for a living. I know exactly what he means by his use of maps. If he backed hte maps out a bit, he could probbly make a compramise between performance and memory usage on a home users PC.

      I'd expect this to occur in a patch though.

    26. Re:No custom maps by Deliveranc3 · · Score: 1

      This comment is stupid. You can either copy and paste or you can't. You can either code events the way the developers do, or you can't.

      What's fascinating to me about this whole thing is that developers aren't moving towards a technology where they can use CAMERAS to create environments instead of artists.

      Want a photo realistic texture? Click.

      Want a 3D space modelled? Click Click.

      Want a gun model? Click Click Click.

    27. Re:No custom maps by sonicmerlin · · Score: 1

      Why can't you people just say "GB"? Why continue with the GiB garbage? 1 byte = 8 bits. 1 GB = 8 gigabits. Is that so hard?

    28. Re:No custom maps by Surt · · Score: 1

      I would have, but I was quoting the parent.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  14. Rage Looked Like Crap At E3 by Anonymous Coward · · Score: 0

    The game itself is bargin bin material.

    But the graphics were utterly mediocre when I saw it at E3. Which was shocking given how some people are desperately trying to hype the game's graphics.

    There is no way in hell any other game developer would license the Rage engine.

    1. Re:Rage Looked Like Crap At E3 by mfh · · Score: 1

      There is no way in hell any other game developer would license the Rage engine.

      Why would they? There are a bunch of other engines around that do the job at way cheaper rates. I don't think one developer has licensed Idtech5 as of right now, although I could be mistaken.

      --
      The dangers of knowledge trigger emotional distress in human beings.
    2. Re:Rage Looked Like Crap At E3 by Desler · · Score: 2

      There is no way in hell any other game developer would license the Rage engine.

      They wouldn't be able to anyway. It's already been stated that id Tech 5 will not be licensed to 3rd parties.

  15. Anti-John Carmack Heretic - Burn Him! by Anonymous Coward · · Score: 0

    What the fuck are you babbling about?

    This is John Carmack!

    John Carmack could code an graphics engine that blows away everything else ever made locked room with 10 ravenous Lions with both hand tied behind his back!

    Rage uses megatextures! MEGATEXTURES!

    Get a fucking clue and stop trolling THE MASTER and his AMAZING WORK!!!

  16. Re:iPad by allanw · · Score: 1

    You do realize that all computer companies outsource their manufacturing work to the likes of Foxconn, not just Apple right?

    On the suicide note from your other troll post: the suicide rate at the Foxconn factories are less than the suicide rate at US universities.

  17. Look for yourself by phorm · · Score: 1

    There's a video on steam that you can view. It looked good enough to me, but how it actually pans out on your home system may be subject to change/hardware.

  18. and yet another game. by Truekaiser · · Score: 3, Insightful

    gets sucked into steam.. sorry but i rather not be treated as a pirate first and a customer second. sadly most games including many indie titles have now jumped onto this bandwagon.
    used to be a pretty avid gamer, not so much anymore. steam pushed me away because i did not want to trade being treated well as a customer for the 'oh shiny' aspect of being able to piss off my isp for downloading multi-gig games and a in game chat function with other people playing other games.

    Sadly though this also means that the release of the doom3 source code will most likely be the last time id releases their engine source code to the community. like it or not steam is a drm platform first and foremost. So by tying in steam into id tech 5 means that the release of the source code will be a no go because it might allow others to de-steam other titles easier.

    1. Re:and yet another game. by Anonymous Coward · · Score: 0

      gets sucked into steam.. sorry but i rather not be treated as a pirate first and a customer second. sadly most games including many indie titles have now jumped onto this bandwagon.
      used to be a pretty avid gamer, not so much anymore. steam pushed me away because i did not want to trade being treated well as a customer for the 'oh shiny' aspect of being able to piss off my isp for downloading multi-gig games and a in game chat function with other people playing other games.

      Sadly though this also means that the release of the doom3 source code will most likely be the last time id releases their engine source code to the community. like it or not steam is a drm platform first and foremost. So by tying in steam into id tech 5 means that the release of the source code will be a no go because it might allow others to de-steam other titles easier.

      So you're saying Ideology and dogma trump practicality and gameplay every time for you? Pity shame.

      You can keep going with that. Please, feel free to add in a few quotes from Nineteen Eighty-Four or an adage about a frog and a pot of boiling water while you're at it. Meantime, I'll go play games with people who've grown up and realized Steam's implementation of all this isn't bad at all. Games which are being released by developers who ALSO release non-Steam versions, and they don't seem to mind, either.

      Now, you may bring around the entire "The People(tm) will revolt against this madness" line, of course, and you're well within your right to do so. Just remember that I've had this exact same argument with people like you before, if not you exactly, and Steam is still, well, steaming ahead, with or without you.

    2. Re:and yet another game. by adeft · · Score: 1

      Don't like steam? Don't support it, but it is DRM done mostly right. The positives/negatives have been discussed on this site to death. As for "de-steaming" a game, it is done and will continue to be done. No 10 year old source code is going to change what hackers are doing right now.

    3. Re:and yet another game. by Jonner · · Score: 1

      gets sucked into steam.. sorry but i rather not be treated as a pirate first and a customer second. sadly most games including many indie titles have now jumped onto this bandwagon.
      used to be a pretty avid gamer, not so much anymore. steam pushed me away because i did not want to trade being treated well as a customer for the 'oh shiny' aspect of being able to piss off my isp for downloading multi-gig games and a in game chat function with other people playing other games.

      Sadly though this also means that the release of the doom3 source code will most likely be the last time id releases their engine source code to the community. like it or not steam is a drm platform first and foremost. So by tying in steam into id tech 5 means that the release of the source code will be a no go because it might allow others to de-steam other titles easier.

      Do you have any basis for such broad assumptions? All of the games which Id has already released source for are available on Steam, which debunks your conspiracy theory immediately. Though Steam does include DRM, it's the least intrusive type I've encountered. It has never added any restrictions on what I want to do with a game beyond the restrictions inherent in them being distributed only as binaries.

      One thing it does prevent is easily transferring a game you've paid for to someone else, though I haven't wanted to do that so far. OTOH, I have installed many mods on games in Steam, including ones that change the main executable and haven't had any interference from Steam. Also, just because a game uses Steam doesn't prevent it from being distributed on DVDs, which would keep your ISP happy (though I'm not sure why that's such a concern to you). I'm not happy that Steam has DRM, but I'm also not happy that the games are proprietary and I don't have the source for them (except the older Id ones obviously). In my experience, Steam doesn't practically reduce my freedom beyond the games' proprietariness.

    4. Re:and yet another game. by Truekaiser · · Score: 1

      I don't. never bought one game that needs steam.

    5. Re:and yet another game. by Truekaiser · · Score: 1

      Ad-homium.
      I find it funny though the same people who say 'don't agree with it? don't buy it.' say that, then say something along the lines you did when they encounter someone 'actually' practicing what they preach.

      for the record, i have not used windows for almost a decade because i did not like how they bent over backwards to abstract video and sound hardware for no other purpose but to continually monitor if the media content your watching or listening too is legal. stability was a side benefit.
      If a game has a non-steam version i do get that one instead hoping that my vote with my money helps them to realize that they should not lock themselves into a single platform.

      But if your happy with being treated that way even after paying, go ahead. I won't stop you.

    6. Re:and yet another game. by Truekaiser · · Score: 1

      The key Difference is that those games were put on steam 'after' the release of their source code. doom, quake, quake2, quake3, etc. doom three came out just before steam as well. Rage will be the first game made by them with the possibility of source code release a few years down the line that has the steam platform integrated in.
      I am just saying that assuming; 1, steam is still around in a few years time. 2. id is still around in a few years time. that if both conditions are met then it is not likely that id will open source the rage(id tech 5) engine. because it's steam hooks will help others crack other at that time current titles on steam.
      I have seen others play cracked steam games because they have been fed up with steam's drm and they would crash every few hours or won't start up properly once in three tries.

    7. Re:and yet another game. by bonch · · Score: 1

      What exactly is your problem with Steam? I've never, ever encountered the copy protection, so I actually forgot there was any. If there's a Steam version of a game, I always buy it instead of the non-Steam version. I like having all my achievements tied to my account, as well as automated updates. Seriously, what don't you like about Steam, and what about it interferes with your gaming?

    8. Re:and yet another game. by bonch · · Score: 1

      You're saying Steam drove you away from PC gaming, yet you've never even used Steam?

      The only practical difference between the experience of playing a Steam game and a non-Steam game is that you don't have to install from a disc, and the game can record Steam achievements. That's...really all there is. So it's kind of bewildering what you don't like about it. I love having access to my entire game library on any machine (and one purchase of a game counting for both Windows and Mac!) and never dealing with boxes and discs.

    9. Re:and yet another game. by GigaplexNZ · · Score: 1

      I doubt the "Steam hooks" are in the engine. They'd most likely be in the executable that makes use of the engine, of which the source won't be provided.

  19. Also iD Tech 4 blows by Sycraft-fu · · Score: 4, Informative

    One of the big things with previous iD games is their engines were amazing. They were some of the best things you'd ever seen. Good looking, ran well, etc, etc.

    Then we get Doom 3. While the realtime lighting was nifty, after you played a bit it got annoying because everything was overly dark since there was no radiosity or other global illumination. It was also extremely resource intensive, you had to have a really hot computer to run it. Compared to Unreal Engine 2.5, it really wasn't that great. UE 2.5 looked nicer over all, despite not being as "advanced" and scaled much better.

    Of course they've then been stuck on that for a long time. UE3 came out and was a far better engine, and we are now on UE3.5, and still nothing new from iD yet. iD Tech 4 has not aged gracefully at all. Brink is a wonderful example. Never mind the gameplay problems, it just doesn't look very good and doesn't run well given how it looks because of the engine.

    You can see it in terms of licenses too. iD Tech 4 has a total of 6 games out, almost all of them either iD themselves, or Raven (who has always liked to make games using iD's stuff). UE3 has near 200, and it was released later.

    We'll see how iD Tech 5 does.

    1. Re:Also iD Tech 4 blows by GrievousMistake · · Score: 1

      To be honest, while id Tech 5 with its heavy focus on textures is an interesting experiment, I'm looking a lot more forward to id Tech 6. It looks like it will use raycasting on sparse voxel octrees, same as the Unlimited Detail guys. That will by all accounts amount to a generational leap in graphics, doing for geometry pretty much what MegaTexturing does for textures.

      John Carmack has been talking about voxels since 2008, but the hardware weren't up to it back then. Apparently they're doing research on id Tech 6 now.

      While the Unlimited Detail guys have made some promising demos using static geometry with static lightning, I believe rendering a more dynamic game world with animation and varying lightning remains an unsolved problem. I can't wait to see what Carmack and his team can come up with.

      --
      In a fair world, refrigerators would make electricity.
    2. Re:Also iD Tech 4 blows by Anonymous Coward · · Score: 2, Informative

      I've had to correct your comments on the issue before; obviously you have forgotten the reason why UE3 has 200 odd game licenses - because they're actually licensing their engine. Guess who isn't..... they simply don't want to spend the time dealing with technical support and business matters.

      The engine holds up fine with the right artwork, but Brink wasn't really an artistic masterpiece so much as an underdone attempt to grab back a share of the online player community. Plenty of Doom 3 mods have outdone it there visually.

    3. Re:Also iD Tech 4 blows by Raenex · · Score: 1

      You say they aren't licensing their engine, but then why are there games out there that have licensed their engine? There's no way they'd turn down the money if the demand was there. Weak excuse.

    4. Re:Also iD Tech 4 blows by Creepy · · Score: 1

      Keep in mind that id tech is and always has been designed for a specific game/game genre and UE3 is not - it is designed for many different types of games. Different types of games need different asset management systems (an RPG is far different than a shooter).

    5. Re:Also iD Tech 4 blows by Kremmy · · Score: 1

      id has said they aren't licensing the id Tech 5 engine. Might have something to do with how poorly id Tech 4 did as a licensed engine, but who knows.

  20. Borderlands Similarity? by FFCecil · · Score: 2

    Am I the only one who thinks that Rage looks a lot like Borderlands, but without the variation in weapons? I haven't come across such a comparison yet, but it was the first (and still prevalent) thought I had upon seeing the trailer.

    1. Re:Borderlands Similarity? by The+Great+Pretender · · Score: 1

      I was reading down the replies wondering the same thing. Borderlands was the first thing that came to mind. I also don't see the WOW factor in the landscape, perhaps I've been watching too many BF3 trailers.

      --
      A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
    2. Re:Borderlands Similarity? by Anonymous Coward · · Score: 0

      I actually thought Rage had been released as Borderlands when I saw the screenshots, and honestly just thought Rage was a lame competitor to Fallout 3. It might've been nice 2-4 years ago, but it's really been passed by in the meantime.

    3. Re:Borderlands Similarity? by Anonymous Coward · · Score: 0

      Yeah, I did. I also thought, this doesn't look special.

      I doubt they'll have any kind of random gun system(even though the one in BL sucked)

    4. Re:Borderlands Similarity? by RivenAleem · · Score: 1

      There was an article a few weeks back about the Journalist's preview of Rage, and there were many comparisons between it and Borderlands (which officially announced they were making Borderlands 2).

      I've played a lot of Borderlands, and seen trailers of Rage, and can tell you that the artistry is vastly different. Sure it may be using the same colours (brown (light), brown (medium) & brown (dark)) in bothe games, but the style of drawing in Borderlands is more cartoony.

      In terms of gameplay, there's one huge, mega difference. There'll be no campaign co-op play in Rage. While I may still buy and play Rage, I'm quite disappointed that it won't have full length co-op mode, just a CoD scenario based style. This will make me wait until I can get it second-hand.

  21. He's fully of shit by Sycraft-fu · · Score: 2

    Modding is still extremely popular, the problem is just that many game engines have poor, if any, tools for modding them. The ones that do have good tools, they get mods a plenty. Have a look at the Nexus sites, Elder Scrolls Nexus, Dragon Age Nexus, and so on to see the massive amount of mods out there.

    Likewise, look at Epic. They ran the "Make something Unreal," contest. Tons of mods came out of that, some fairly amazing done by small teams, but also plenty of good maps often done by a single guy. That is using Unreal Engine 3, which is newer and more advanced than Doom 3/iD Tech 4, but just has some top notch tools including an extremely powerful map editor.

    Seems to me like maybe just the road he has chosen to take his engine down is not friendly to modders. Not everyone has taken that same road. Yes, it does mean more work on the developer's part. I mean Epic's map editor is just legendary. That thing is as advanced as many 3D renderers. I'm sure it took a lot of work to polish like that, never mind all the tutorials they made. However, against that there is the fact that they've licensed like 200 copies of Unreal Engine 3. Part of that is the high grade tools. If you are a company looking at making a game, maybe you decide to license an engine to save on development effort. Well makes sense to license one with really good tools, since that saves more time.

  22. Re:iPad by synthesizerpatel · · Score: 1

    Well, we have confirmation that Steve Balmer reads slashdot at least.

  23. Wow, what a great-loking boring-ass game! by elrous0 · · Score: 2

    I can see every little detail of the textures in the lame fucking grindfest! Look at the incredible lighting as I fight the same shitty enemies as in every other goddamned FPS! This millionth hall that I'm running looks INCREDIBLE!

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Wow, what a great-loking boring-ass game! by Anonymous Coward · · Score: 0

      Why does the parent have a score of 3 when it contributes nothing?

      On that note, I have a hideous sore on my sphincter. Mod me up to 4.

    2. Re:Wow, what a great-loking boring-ass game! by Anonymous Coward · · Score: 0

      Moderation has basically gone batshit crazy the last few months, with overrated/underrated moderations all over the place without rhyme or reason.

    3. Re:Wow, what a great-loking boring-ass game! by RivenAleem · · Score: 1

      Can anyone tell me, seriously, of a popular (well known) FPS game that has a large variety (more than 6) of bad-guy types?

      6+
      Borderlands: Ninja, Lancer, Engineer, Rocketeer, Bandit, Brute, Midget, Dog, Bird(various types), Alien, Robot, Clap-traps, Crawmerax Larve, Ants

      I can count on one hand:
      Mass Effect 2: Droid, Humanoid, Geth, Reaver
      Hunted: Demons/undead who melee, demons/undead who shoot, spiders
      Fallout: Bandits, bugs, dogs, mutants
      Doom: Demons who shoot, demons who melee
      CoD: Other Soldiers, Other players
      Unreal: Other players
      Quake: Other players

      FPS games, as a whole, don't go into much detail/effort when it comes to the variety of badguys. They are usually just cannon fodder. Why are people continually surprised when another FPS game comes along that only has 3 different types of baddy? And of all of the FPS games that I can think of off the top of my head, Borderlands is the only one that people actually complain about having randomly generated waves of baddies.

  24. Re:iPad by PC+and+Sony+Fanboy · · Score: 1

    You do realize that I said "version" and not "direct identical port" and that the AC is still wrong when he flat-out said "No" and that a "real computer" is required, because, in one form or another, Rage is available for iOS, right?

    In the same way that the "full web browsing experience" is available on your iphone AND your computer... but only if your computer does NOT have flash installed.

    wait, am I arguing with an AC? *doh!*

  25. selling point to the player? by Anonymous Coward · · Score: 0

    I'm really not too excited about megatexturing from a player's perspective. It seems to me like everything that's ever been said about it has praised it from the standpoint of development, rather than how it changes the experience of the player. Most of the modern AAA games that I've seen lately don't exactly have jarringly bad repeating textures, with the same scrap of paper or broken tile baked-in and repeating every five feet. The fact that they're still going to end up using stamps and other repeating elements to bake into their megatexture also makes that point a bit moot anyways. From a visual/player's perspective the one thing that keeps jumping out at me is the fact that the quality of the textures probably won't be that great, and the fact that they're having to be extremely cautious as to how and where they allocate their texture resources on a map. Perhaps this is largely due to the RAM and media budget on the present console systems, but at least with past titles that were hampered by poor textures, it was probably the simplest and easiest issue to address when modding a game that was ported to the PC.

  26. Re:iPad by PC+and+Sony+Fanboy · · Score: 1

    On the suicide note from your other troll post: the suicide rate at the Foxconn factories are less than the suicide rate at US universities.

    Yeah, no nets to catch jumpers at US institutions. Or maybe it's because students at US institutions realize that there is no hope for them, since they weren't born wealthy, and the chinese aren't quite so dis-illusioned with their chances.

    ... or maybe paying someone for the privilege of wasting your time is more depressing than getting paid for it? No matter what, you're comparing apples to oranges... but nice try. You know there's a journal article being reported on that talks about fanbois taking criticism personally when people attack their company of choice?

  27. Re: More washed up than a dead man on the beach. by Anonymous Coward · · Score: 0

    Honestly my take on it is that they just bought id for patent coverage and we'ree going to see them f-us in the A with patent litigation in the near future. Id has been washed up for a while, what with Carmack more interested in rockets than graphics engines, and the sellout to ZeniMax was just the last nail in the coffin. Much like the music industry the indie movement which started it got sucked up by the same bunch of publishing douchebags who should never has been allowed near the money. But that is the way of life.

  28. I don't like DRM... by SanityInAnarchy · · Score: 5, Informative

    ...but I do like Steam.

    sorry but i rather not be treated as a pirate first and a customer second.

    You say that, but you then admit a few things Steam does, which you just don't care about:

    i did not want to trade being treated well as a customer for the 'oh shiny' aspect of being able to piss off my isp for downloading multi-gig games and a in game chat function with other people playing other games.

    Well, I do like those things, except my current ISP doesn't suck.

    I like being able to buy a game, go do something for 15 minutes, and then have it ready to play, without having to leave the house. At the moment (for the next few days, at least), I'm in a small enough town that the only other real option is buying discs from, say, Wall-Mart -- which isn't exactly convenient, considering I'd then need to do some research and find out if I need to keep the disc around, how I can make backups of that game, etc.

    I like being able to buy a new computer, type my Steam username and password, and within a few hours, have all the games I care about installed -- and, surprisingly, with my savegames, keybindings, and other settings included.

    I like being able to message a friend, in or out of game, and just jump into whatever game they're playing (assuming we both own the same game), or invite them into mine. For that matter, I like that the Steam dashboard seems to apply to most Steam games, even the ones which (thanks, EA) try to get me to sign up for their own competing service -- I can instantly pull that up and see the current time, a web browser, etc. I can click a player's name from an in-game menu and have it pop the browser open to their Steam profile. All this without alt-tabbing, in a nice translucent overlay so I can see what's happening in-game.

    I like that all my games stay patched without me having to check them individually, and I've known Steam to even bother me to update my video drivers occasionally. If I could do everything through a similar package manager (like Windows Update, maybe), I would, but better a unified platform like Steam than each game adding something to my system tray, or having to check each game's website for updates.

    If I can find a game without DRM, I'll buy it over Steam any day -- but, surprisingly, the Humble Indie Bundle included Steam activation anyway. If a game includes extra DRM on top of Steam, I won't buy it, which means I still have to pay attention -- I was a hair away from buying Arkham Asylum when I realized it had SecuROM on top of Steam -- and I think Steam itself warned me about this. Most of the time, I'll stick to indie games with Linux ports.

    But Portal 2 was one of the best games I've ever played, and I'm not going to miss out on that experience because I can't play it on Linux, or... wait, is there anything else I actually want to do with a game that Steam prevents me from doing?

    Sadly though this also means that the release of the doom3 source code will most likely be the last time id releases their engine source code to the community. like it or not steam is a drm platform first and foremost.

    Bullshit. Again, the Humble Indie Bundle (at least the latest one) includes Steam activation codes. If you remember, almost all of the original Humble Indie Bundle games released their source. For that matter, you can buy Quake 3 Arena on Steam, and its source is released -- and I seem to remember that id games have included things like CD checks in the past. I much prefer Steam to putting a CD in the drive every time I play -- I've got a terabyte hard drive in my gaming rig, there's no excuse for that.

    So by tying in steam into id tech 5 means that the release of the source code will be a no go because it might allow others to de-steam other titles easier.

    If so, why wouldn't they have the same problem have existed with other engines? Quake 4 shipped with a CD check

    --
    Don't thank God, thank a doctor!
    1. Re:I don't like DRM... by Anonymous Coward · · Score: 0

      The Humble Indie Bundle doesn't require Steam. They only added Steam keys because people asked for them. You can download and play all the games without using Steam at all.

    2. Re:I don't like DRM... by SanityInAnarchy · · Score: 1

      The Humble Indie Bundle doesn't require Steam.

      That was actually one of my main points:

      Again, the Humble Indie Bundle (at least the latest one) includes Steam activation codes. If you remember, almost all of the original Humble Indie Bundle games released their source....

      Since the Humble Indie Bundle not only doesn't require steam, but can be had mostly open source, clearly having a Steam version isn't an impediment to having a non-Steam version, or even an open source version. And clearly having the source to the non-Steam version doesn't compromise Steam's DRM.

      --
      Don't thank God, thank a doctor!
  29. Graphics vs Art by Nanosphere · · Score: 1

    Call me old fashioned but if they still made games based off the Doom 1&2 engines that had the same quality of artwork, I'd still buy and play them.

  30. Re:iPad by allanw · · Score: 1

    Foxconn's factories are a mini-city. I'm sure if you compare US city suicide rates to Foxconn mini-city suicide rates, they'd be comparable. It's only really an outrage if their suicide rate was 3x or more higher than US suicide rates.

    I dislike Apple software but as an electrical engineer, I'm a huge fan of their hardware.

  31. no wonder... by Anonymous Coward · · Score: 0

    these has-beens and the rest of the "gaming industry" are getting owned by flash games is it?

    to most people, gameplay will matter a lot more than textures.

    that's why enemy territory was 10x more fun than anything id churned out since doom.

  32. Re:iPad by Anonymous Coward · · Score: 0

    Yeah, it's not outrage. Just a bunch of chinks committing suicide because they are being overworked in a sweatshop to make "OOOH SHINY!" toys for Apple faggots like yourself. They have slanted eyes and talk funny so nothing of value lost, right?

  33. Lots of opinions...who has actually played it? by Anonymous Coward · · Score: 0

    I did, at QuakeCon a few weeks ago. The game looked amazing, even on the 360. I didn't get play it on the few PCs they had, but the graphics looked even better. There is an immersive feel that comes with the unique texturing. That is something that doesn't necessarily jump out when you just see screen caps. The texture detail present is evident in every frame, not just the cherry-picked caps or pre-rendered cut scenes. Compared to CoD or GoW, the run&gun perspective is not going to be dramatically different, but for more deliberate movement, there is a very nice unique feel.

    iD is not innovating gameplay features, but they are incorporating a lot of nice gaming features...vehicles, less linear storylines, more open world feel. Rage is not as photo realistic as BF3, but it looks very good and its style is a bit more fanciful. To me, the feel of the characters is a bit like Bioshock, a stylish deviation from perfect reality. The lighting and texturing technology and the framerate (even on the 360) is very impressive.

    I can't speak to the storyline or the character development--iD only had two or three levels that were playable at the QuakeCon demo. But, I have played and enjoyed the single player iD games, so I am willing to give them the benefit of the doubt. And while I am generally more enthralled with idTech based games from other developers (RTCW for example), I expect Rage to be far, far more than a tech demo.

    This Slashdot dog piling is ridiculous.

  34. Re:iPad by PC+and+Sony+Fanboy · · Score: 1

    Foxconn's factories are a mini-city. I'm sure if you compare US city suicide rates to Foxconn mini-city suicide rates, they'd be comparable. It's only really an outrage if their suicide rate was 3x or more higher than US suicide rates.

    I dislike Apple software but as an electrical engineer, I'm a huge fan of their hardware.

    ... so, yeah, let's compare an industrial-park-turned-city to a ... regular city. I expect that a highly regulated, patrolled and enforced living arrangement would have less suicides because of the intense amount of oversight. Again, if you want to compare apples to oranges ... you've got another point. But if you'd like to join us in the real world ...

  35. Re:iPad by bonch · · Score: 1

    Not only is Rage whatever id Software decides it to be, but there has been talk of porting further Rage technology to the iPad. Obviously, the AC was just trolling, because Slashdot has become a haven for anti-Apple anonymous cowards who cling to their PCs the way grannies cling to rotary phones. Appliance computing is here, it's the future, and it's taking over. Rage will sell more on consoles than PCs.

  36. Rage for iPad by bedouin · · Score: 1

    How similar is this to the iPad version that's been out for a while now? Obviously better graphics, but what else?

    1. Re:Rage for iPad by biovoid · · Score: 1

      They're completely different games, set in the same world.

    2. Re:Rage for iPad by RivenAleem · · Score: 1

      The dimensions are different, and it's based on the 1969 version.

  37. Opensourcing by DrYak · · Score: 1

    Also don't forget that they always end-up opensourcing their previous generation of engines.
    As Rage is release, id Tech 4 (Doom3, Quake4, etc.) will be released under GPL.

    So, even though no *commercial user* outside of the Zenimax corporation will use it, it will end-up being used for lots of crazy and funny projects by the community. And in the long term of thing, that counts a lot.
    (Just take a look at the current derivative of Quake 3's engine - lot's of them even included some Doom3-type of eye-candy)

    Meanwhile, for all of its praises, you can't get to hack Unreal Engine.

    So yes, id, feel free to do whatever you want with your engines, as long as, in the end, you end up donating them to the community. The community says a big "Thank you".

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  38. Mod Up by crhylove · · Score: 1

    Steam means I won't play it. Looks kinda boring anyway.

    --
    I hold very few opinions. I hold information based on observation and fact. If you wish to disagree, please use facts.