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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."

26 of 172 comments (clear)

  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 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.

    2. 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.
    3. 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!

    4. 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."

    5. 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.

    6. 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.

  2. 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?

  3. 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...
  4. 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...
  5. 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.

  6. 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 PhrostyMcByte · · Score: 2

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

    2. 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."
    3. 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.

    4. 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.

  7. 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.

  8. 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.

  9. 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 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.

  10. 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.

  11. 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.

  12. 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
  13. 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.

  14. 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.
  15. 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

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