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RAGE Mod Tools Still Coming

John Carmack tweets that there are still plans to release the overdue mod tools for RAGE, id's semi-recent first-person shooter (thanks VG247/Joystiq/NeoGAF). He ruefully says:

BFG work pushed the Rage tools, but Real Soon Now. I hope. Sigh. I think we have made poor decisions on this all year.

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52. Re: RAGE Mod Tools Still Coming Oct 25, 2012, 22:28 Grifter
 
theyarecomingforyou wrote on Oct 25, 2012, 17:47:
Verno wrote on Oct 25, 2012, 08:48:
I'd much rather take faster loading times on the games I do use than waiting an hour to play some game I might never play again anyway.
The thing is, load times on modern games are really pretty minimal once you bypass the mandatory intros. Games like XCOM: Enemy Unknown, Borderlands 2 and Dishonored load in seconds. Obviously an SSD would be much faster still but I consider it more important to be able to launch any game I choose, rather than having to constantly juggle games between drives.Especially when most games I'll play for the 8-30hrs it takes to complete them and probably not go back to them for years. I've only got 50GB free on my SSD and all my SATA ports are in use. Plus Valve only recently added the ability to install games to different locations - before it was a complicated process involving symlinks, which would have to be reconfigured each time one reinstalls Windows.

It's only possible to keep a handful of games on an SSD and to do that you have to constantly juggle games back and forwards. I use Steam because it is less hassle that traditional installs and I don't want to make lots more work for myself for minimal gain.

Grifter wrote on Oct 25, 2012, 13:34:
actually the problem was not megatextures technology that worked perfectly fine. The problem with his game was that he had to compress the textures to get them on to a format that people could actually realistically use.
That's not actually true. Carmack revealed that the source textures were no higher quality, hence why the high resolution texture pack he originally talked up was scrapped. Further, the issue with megatextures is that there is no detail texture when you get close - they only look good from afar and Carmack admitted optimising the game for consoles, which is 720p. The game was a trainwreck from conception.

MajorD wrote on Oct 25, 2012, 15:08:
But, but.....look, it runs at a silky smooth 60FPS on both PC and console platforms. Rolleyes
Exactly. Anyone can get a game to run at 60fps if they scrap demanding features like high resolution textures, dynamic lights and making objects that consist of more than 10 polygons.

actually you are wrong Carmack admitted that the final build of Rage was 1tb. Carmack also admitted that Rage looks great if you have the 1tb of textures to go with it. The problem was in the compression. They compressed a 1 tb game down to 25 gigs. Think about what that would do to the texture quality.

John Carmack has revealed that an uncompressed software build of Rage is one terabyte in size quoted from here http://en.wikipedia.org/wiki/Rage_%28video_game%29

and 1:47:37 | Would look great if we could ship 1 Terabyte of Rage texture data ...(JOhn Carmack said this himself)

this last sentence was taken from John Carmack's keynote 2012 you can find this here http://www.neogaf.com/forum/showthread.php?t=492110

and Carmack also said this about Rage during that Keynote

3:00:54 | QA1: Network Streaming for Arbitrary Quality Downloads

(The asker was disappointed Rage wasn't a "300 gig" download from steam)
(Big thing for PCs, 1TB of Rage could be on a server, high-quality textures streamed in real-time exactly at what the player is looking)
Carmack already experimented with it, works better than anyone would expect.
Technical barriers, needs a lot of servers and bandwidth
Planned, will hopefully get supported in future projects (D4)



where are the sources for the ish you are talking, I would like to see it


This comment was edited on Oct 25, 2012, 22:59.
 
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