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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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48. Re: id on DOOM 4 Images Mar 2, 2012, 13:51 Beelzebud
 
Everyone seems to have the memory of a gnat.

Megatextures have been in idtech engines since Quake Wars. The big difference with Rage was that they tried to apply the megatexture over every object in the game world. Megatextures make terrain look amazing. For everything else it's a huge step backwards.

Compare the texture detail in Quake Wars, to the texture detail in Rage. Very similar when it comes to terrain. When it comes to world objects, Quake Wars looks about 10 years ahead of Rage. Rage has textured objects in it that look almost as low detail as the stuff that was in Quake 2.

They need to go back to their old model, of putting the megatexture on the terrain, and using the tried and true method for texturing world objects with their own smaller texture packs. For one thing, people make the claim that "Every texture is unique". This is outright false. Play Rage again. Pay attention to the details in cities. There are MANY reused textures. So if you're going to be reusing textures anyway, why not do it in the standard fashion, where you can actually get detail out of them without all the bloat?

Skyrim looks better than Rage, when it comes to objects close to the player. It's 5GB vs. Rage's 20GB. idtech5 is pure bloated slop. It's even slop on the consoles.

Rage is what you get when someone has an idea, and sticks with it no matter what, reality be damned.

However, texture detail isn't why Rage flopped. It flopped because it's an uninspired mediocre game. During the pre-release hype they made a lot of noise about how huge the game world was, and that they couldn't contain it all on an Xbox360 disk. The suggestion being that the game had a huge world that required the vehicles to travel. The end result was a typical corridor shooter, with lame racing bits tacked on. They brought nothing new to the table, and in the case of graphics (which have always been the centerpiece of id games) they actually took a few steps back (low detail textures, and limited shadows). It wasn't that the game world was so huge, it was just their over bloated megatextures.

id engines used to have the reputation of not being able to do outdoor areas as well as the Unreal engine. Now they make outdoors look great (which you are blocked from ever getting close to), and the interiors look like ass. It wasn't a worthy trade off.

This comment was edited on Mar 2, 2012, 13:57.
 
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