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56. Re: DOOM 4 Development Rebooted in 2011 Apr 4, 2013, 15:00 AngelicPenguin
 
SirKnight wrote on Apr 4, 2013, 10:40:
Wesp5 wrote on Apr 4, 2013, 09:17:
Carmack made a big error with the megatextures stuff!


No it wasn't Carmack's fault at all (unfortunately so many do not understand how the tech works and why it's needed at all). It's how id (the artists) used it. Virtual Texturing (megatextures) is a great technology in many ways and is the future of texturing, but if not used right it will look bad.

The way id used it was to have unique texturing everywhere, instead of having repeated textures like in the past. But because of the storage limits of the consoles, this unique-ness sacrificed texture quality. One of the biggest benefits of virtual texturing is to have texture detail you could not physically have otherwise due to hardware texture size limits (which is about to change with future GPUs). id chose the other path, which resulted in blurry textures since their large textures had to stretch over a whole world to get the unique texturing they seem to have wanted.

Ya, I thought the idea seemed really neat, but I guess in practice it didn't work out. Didn't they also have something where it would auto adjust the quality so the game kept a constant 60 fps? I thought that sounded awesome, but I dunno how it turned out, since I never played Rage because the reviews were mixed. I have played all their other games and personally my favorites are Doom 2 and the original Quake, so I guess it has been a while since they did something really great for me.
 
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