id: Rage "On a Whole New Level"

The Todd Hollenshead Interview on Kikizo hears from the id Software CEO (with an assist from designer/marine biologist Matt Hooper) on a variety of topics, including Rage, engine technology, platform support, and more. At one point a question about DOOM 3's shortcomings inspires a defense of the game (thanks Eurogamer), as Todd points out that sales-wise, "It's the most successful game in id's history." Along the way, Matt talks about Rage and the Tech 5 engine, apparently fearless about raising expectations:
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.
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Jul 8, 2008, 18:11
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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.

Don't get me wrong, I'm all for things that improve graphics / immersion. Texture compression started off as a limited experiment by S3 and Unreal Tournament but went on to become a standard, much as MegaTexture could - it's just not as radical as Carmack would like to have us believe (as least not based on ET:QW and the earlier preview of id Tech5).

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