The things we're doing with id Tech 5 have really opened things up design-wise. I work closely with Tim Willits who's the creative director on id Tech 5 and the guiding force on Rage, and we're going to do some things which I think are just going to blow people way - it's just going to be on a whole new level. Things that you have never seen in any game before, some things borrowed from different games, really action focused. Just as a designer we can do things in these giant worlds and with these vehicle systems and still maintain the things that people love id for, which is that control and the FPS action combat, but now we can introduce all these other elements, so it's really opened things up. On the design side, we've never had more energy, it just makes us giddy to be able to use this tech.
...it should be interesting to see how Rage sells, given the "fool me once" axiom.
Goes to show, you can't play by the numbers can you Todd?
Sponge also the screen shot you posted is pretty bad, and for that I blame it on 2 things. 1)the distance away the shot was taken.
Plus engine wise (thanks to that optimizer posted a few days ago) in Crysis MP it's definitely a 'ohh ahhh' moment when a VTOL blocks the sun and you see the 'god rays' cast around it.
Why not? There is no game on the market on any platform today that can use unique texturing on any surface, or gives artists the equivalent freedom that unique texturing provides. I would even go so far as saying there aren't any freeware games, indie games, open source projects that use this technology, but I'm not 100% sure about that.Don't get me wrong, it appears to be the best and most useful texturing technique out there and would benefit most games - it's just until it's in engines other than those by id I don't really care. Apply it to UE3, STALKER or Source and I'd be interested - all of those have much better rendering of character models and environments. I'm just fed up of rubber-skinned models, which the id Tech5 video still demonstrates. It's the same with Crysis - it's all very well having innovative new features but if they run slow on 95% of hardware then that doesn't interest me.
Is it as radical for gamers? Probably notI think that really nails it. MegaTexture is great but it didn't make ET:QW a good game, nor did I look at the levels and think "wow, I can really see what MegaTexture does".
Is there some kind of PR contest where the PR guys compete to see who can make the stupidest comments?. Because Cevat Yerli is a strong first, and Rein and CliffyB are always good contenders, but Todd's entryI'd have to put Todd first (easy first for me), though he's certainly not as well exposed as Cevat's rants.
It's hard to make a comparison between ET:QW and Crysis because they're not meant to be played like that...
I'd assume if a game based on more conventional texturing techniques was released and was designed to be played from a height the issue wouldn't be as prevalent, if at all.
it's just not as radical as Carmack would like to have us believe
Heh.. Those two statements seem fairly contradictory to me.That would be because they are. One was talking about the Far Cry / Source engines not necessarily having good development tools in comparison to UE3; the other was talking about id's upcoming engine and what they've done to improve things from a development / licensing perspective.
The road, specifically you can tell is looped over and over again. The tops of the cliffs just look off, like they just took the rock texture and stuck it there. Check out the sand dunes on the outside of Refinery on the ET:QW page for a comparison. (The sand dunes there are extremely noticable in game IMO) Most of the rocks on the terrain in Crysis just fade out into grass.Yes. Crysis is far from perfect, though you don't play the game like that to notice things like the looping road texture. It's hard to make a comparison between ET:QW and Crysis because they're not meant to be played like that... it would be more suitable to compare it to Battlefield 2 and texture looping isn't as much of an issue (though it's getting on a bit and doesn't hold brilliant to today's standards, having a lower texture resolution). I always thought the textures in Crysis were a quite lacking, especially as mountains (as you rightly point out). I'd assume if a game based on more conventional texturing techniques was released and was designed to be played from a height the issue wouldn't be as prevalent, if at all.
Cos it makes fuck all difference to the end-user - it simply automates the conversion process, saving the developer time and money.
There's not much point licensing an engine if you have to spend a quarter of the development on engine tools.