id Software Shows Off New Game Engine
Posted by Emil Protalinski on 12 June 2007 - 19:43 · 24 comments & 10806 views
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(7 replies)
#1 Posted by Islander on 12 Jun 2007 - 20:13
- Well, from what I can see in the video this new engine is plain crap compared against the UT3 engine and CryEngine 2... my god, not even the smoke from the cars looks close to real.
So long time programming and that's all? Sad... -
#1.1 Posted by Ikshaar on 12 Jun 2007 - 21:20
- Well if the video you saw is that one, I am not sure a YouTube video is the best way to judge...
http://www.youtube.com/watch?v=HvuTtrkVtns
Nevertheless, it looks pretty good to me. If the sand behind car is the only problem.. fine.
And if it works on Linux (not stated but hopefully), then it will be the best
PS: for CryEngine2, you might want to check the demolition of building in Crysis... it's terribly NOT realistic. Yes you can destroy buildings, but they still fall down like polygons to me. Point being, each engine has its limitations.... I hardly would call any of those "crap". -
#1.2 Posted by Bosaka on 13 Jun 2007 - 03:35
- I'd like to see the UT3 and CryEngine 2 have 20Gb worth of textures in a scene.
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#1.3 Posted by Andre on 13 Jun 2007 - 09:01
- Why does everything have to look real nowadays?! I would rather play something that looks colourful and nice looking than something that looks utterly realistic. If I want realism I would look out of the window.
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#1.4 Posted by Arkle on 13 Jun 2007 - 11:00
- Quote - (Andre said @ #1.3)If I want realism I would look out of the window.
It's a cartoon outside my window, so your idea doesn't always work. -
#1.5 Posted by HawkMan on 13 Jun 2007 - 12:48
- Quote - (Bosaka said @ #1.2)I'd like to see the UT3 and CryEngine 2 have 20Gb worth of textures in a scene.
You do realize UE3 uses texture streaming so this if far from an impossibility.
Also when they say 20GB of textures they exaggarate a lot, the id textures are made of of a few humongous non repeating textures, wich get pasted together based on elevation angle and what type of terrain the map designer wants here and there. and this size is uncompressed, since it sounds a lot cooler to use the uncompressed texture sizes.
and what id does is simply to break the big texture up into small tiles and apply it as hundreds of small textures on the ground surface, this isn't as revolutionary as id would like you to believe, and any engine could easily do this. -
#1.6 Posted by
markjensen on 13 Jun 2007 - 16:56
- Quote - (Ikshaar said @ #1.1)...I agree. In the past, they have supported Linux fairly well, releasing a Linux installer on their web site shortly after game release. (if I recall correctly, with Doom 3 as an example)
And if it works on Linux (not stated but hopefully), then it will be the best
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#1.7 Posted by Esvandiary on 01 Jul 2007 - 22:41
- Quote - (markjensen said @ #1.6)I agree. In the past, they have supported Linux fairly well, releasing a Linux installer on their web site shortly after game release. (if I recall correctly, with Doom 3 as an example)
Yes, AFAIK they've been pretty good post-UT2003 - the UT1 version was unofficial (via Loki Games), but for UT200x the Linux versions were excellent, often outperforming their Windows counterparts in some areas in my experience.
IIRC it was a single guy doing most of the porting, too
Kudos to him!
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(2 replies)
#2 Posted by +Coldgunner on 12 Jun 2007 - 21:17
- I'll judge it when its finished...
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#2.1 Posted by +MichaelBL on 12 Jun 2007 - 21:48
- Quote - (Coldgunner said @ #2)I'll judge it when its finished...
You do know It's a game ENGINE, not a game.
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(1 reply)
#3 Posted by Computer Guru on 13 Jun 2007 - 03:40
- I'm lost....
I wrote a couple of engines before - engines don't have texture maps, do they? I mean, they use maps, but how does he mean the engine itself has 20GB of new textures?
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(2 replies)
#4 Posted by NextGen_Gamer on 13 Jun 2007 - 06:24
- Hmmm, so if that one tiny scene uses over 20GB of texture maps, how much will the full game use??? I'm guessing that John Carmarck and id Software plan on releasing the Xbox 360 version of their game on its own external hard disk drive. I only say that because shipping it on something crazy like 5+ dual-layer DVD discs seems more then a little ridiculous...
Maybe Sony was right after all with their constant talking of next-generation games needing the huge capacity provided by Blu-ray discs... (*ducks for impending flame war*) -
#4.1 Posted by toadeater on 13 Jun 2007 - 07:21
- Some of those textures are reused. The size of the textures comes mostly from the terrain. Instead of tiling textures, it's one huge compiled texture that's streamed in realtime (I don't know the complete details of it). Not only is a texture, it has surface properties so that paved roads behave like paved roads, and mud will bog you down, and ice is slippery like ice, etc.
Anyway, you're right, games will continue to need more and more capacity, unless someone comes up with some amazing new compression method. -
#4.2 Posted by Smigit on 13 Jun 2007 - 08:45
- Read up on the technology called Mega Textures which are being used on Quake Wars on the Doom 3 engine. Too me this sounds like a step up from the work John Carmack did there.
Quake Wars is being designed with 6GB textures. Apparently these then get compressed to 500MB or so which they feel is an acceptable quality vs space ratio. Now when you are actually playing the game the entire texture doesnt get loaded in, rather at any one time the game has about 40MB of that texture. SO in essence they went from a 6GB canvas and what you end up with is 40MB actually loaded into your memory at any one time. And this is a game comming out in a few weeks (or months) so it's fairly impressive.
What I read, that 500MB compressed texture was only done really to realistically bring the texture size down as 6GB was a bit overkill and 500MB still presented good quality visuals. Had disks size permitted perhaps they could have gone larger or alternatively ship on multiple disks.
Like toadeater said the texture also has properties. I believe the intention is to have terrain that doesn't repeat every few meters. Halo PC is a great example (more so than the xbox simply because the textures are crisper and its easier to see the effect), look at the ground and its just a big grid of the same texture. It's a technology that lends itself more to outdoor terrain and large masses of it IMHO since indoors will naturally be fairly suited to tiling anyway. This to me suggests the next ID game will be alot more open/outdoor oriented than their past outings.
I'm not totally unsure if this is basically the same technology they are using in the D3 but from what was said it certainly sounds similar and John did code this into the doom 3 engine so it wouldnt suprise me. The actual terrain deformation and all that does seem new to this engine however.
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#5 Posted by |Rapture| on 13 Jun 2007 - 09:59
- The detail is amazing, expecting good things from this one...
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#7 Posted by daniel_rh on 13 Jun 2007 - 13:45
- Nothing Amazing to say Wowww!, Pretty normal for the today standards
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#8 Posted by MrRogers on 13 Jun 2007 - 17:06
- Gotta love fist time. Quote -This is actually going to be the fist time...
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(1 reply)
#9 Posted by MR.T on 13 Jun 2007 - 18:09
- Who cares cryengine 2 will own this engine. Has anyone seen the development tools for cry engine... beyond slick just incredible stuff.
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#9.1 Posted by Kushan on 14 Jun 2007 - 14:20
- Quote - (MR.T said @ #9)Who cares cryengine 2 will own this engine. Has anyone seen the development tools for cry engine... beyond slick just incredible stuff.
You're basing this on...what evidence? A video of an early alpha of ID's engine? Do you even know what development tools this engine will have?
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(1 reply)
#10 Posted by Yazoo on 17 Jun 2007 - 09:41
- Carmack did say he put that demo together in a couple of days. From what I saw its pretty amazing. Once the engine is complete they will develop a game to use it. Then we'll see the true power of it.
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#10.1 Posted by Esvandiary on 01 Jul 2007 - 22:45
- Very well put. All of the "ZOMG crysis and ue3!!1!1" posts are just stupid, this is their first demo... I do hope UE3 is also impressive (I'm very much looking forward to UT3), but I can see this being very, good - if only for the simple reason that John Carmack is a brilliant programmer and designer. Extremely clever man.
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The new game engine, which id calls id Tech 5 supports Microsoft Windows-based PCs, Apple Macintosh computers running Mac OS as well as popular game consoles – Microsoft Xbox 360 and Sony PlayStation 3. No information was released about the game engine itself, though, it was implied that it also features MegaTexturing, a feature in id’s Enemy Territory: Quake Wars game due out this year. “What we’ve got here is the entire world with unique textures, 20GB of textures covering this track. [Artists] can go in and look at the world and, say, change the color of the mountaintop, or carve their name into the rock. They can change as much as they want on surfaces with no impact on the game,” Mr. Carmack explained.