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id on DOOM 4 Images

While neither confirming nor denying the authenticity of the recent batch of screenshots purportedly from DOOM 4, id Software's Matthew Hooper took to Twitter to say that these are not representative of the game, saying: "Those images have nothing to do with what you're gonna see in Doom4. When we officially show things you'll see awesome." Thanks VG247.

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42. Re: id on DOOM 4 Images Mar 2, 2012, 12:37 Scheherazade
SirKnight wrote on Mar 2, 2012, 09:47:
ItBurn wrote on Mar 2, 2012, 09:39:
It better not be fuckin' mega textures. Rage's textures look so bad even on max details, it's ridiculous.

Don't blame the tech since you obviously have no idea how it works and why it's needed. Doom 4 WILL use MegaTextures since this is idTech 5 they're using. The problem is not MegaTextures (virtual texturing) but the extreme amount of compression used for the consoles. Virtual texturing is the only and best way to have unique texutring everywhere and higher resolution/texture detail than would otherwise be possible due to hardware constraints. But the consoles screwed that up due to the disk media.

With the full rez textures being 1TB, it's not like there was even a chance of the game shipping with full-rez textures, PC or console.

(Which, I would actually download if they offered... ID should just make a torrent for the high-rez texture pack and let people pass it around.)

The compression is inevitable.
You can't cover nearly the whole world with unique textures and expect to fit on any reasonable storage media without dropping rez a lot.

They need to not force the mega texture stuff everywhere, and simply use it where it is best (terrain), and use repeating textures where they are best (brick walls, panels, etc).
Find a better balance.

Megatexture is great, but it's too soon for it.
We need 1TB "DVD"s, and hard drives with way more storage, to make megatexture look good up close.


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