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John Carmack on RAGE

Carmack on Rage on Gamasutra is an interview with id Software technical director John Carmack, discussing technical details about RAGE, id's upcoming first-person shooter. Topics include MegaTexture, framerates (and how discernable the differences are being 30, 60, and 120 FPS), engine licensing, developing for multiple platforms, integrated graphics (he says they "expect Rage to be able to run 30 frames per second on Sandy Bridge cards), and more.

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33. Re: John Carmack on RAGE Aug 22, 2011, 12:50 ^Drag0n^
 
Theo wrote on Aug 22, 2011, 10:46:
how many of the games valve released since HL2 have been there own internally developed IP?

Being fair to this one, I believe TF2, Portal, Portal2, DOD, L4d, and L4D 2 all count as Valve studio titles.

But, being fair to id, Valves engine is a (heavily modified) engine based Q2-era IdTech core (though there is not much left of that codebase now, as id relinquised any IP claims on Valve-used source (sic.) a long time ago).

id hasn't exactly been slouching either; they've released IP as follows: Quake 4, ET: Quake Wars, QuakeLive, RtCW, Wolfenstein, and several mobile-based IP.

I think JohnC said it best in his interview; people using their tech take resources, and even though most of the above id titles were made by 3rd party developers, when you look through the development credits, you see a lot of id personnel listed, lending credence to John's frustration that Rage really didn't get going until late, as a result of working with other studios working with their tech.

I guess my point is, just because the game is stamped with "Splash Damage" or "Raven," don't think for a second that id isn't knee deep in those projects, as they use their engines and IP.

If memory serves, I think it was announced recently that id just passed 100 employees, which sounds like a lot, but is really quite small or a company managing 3 IP projects and engine licensing.

That issue aside, I found much of what he said about the work on the mobile platform to be very interesting; specifically how he's tried to apply file system optimizations from those projects to their PC version.

Random ramblings, I know. But I do love it when we get an opportunity to hear what and how john thinks about their development process...it's always educational.

^D^
 
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