DOOM 3: BFG Edition

DOOM 3: BFG Edition

Voir les stats:
Doom 3 BFG / RAAAAAGE
is it righ that the same engine is used for both?, if so how come both have so many different issues like rage has the blurring of peripheral vision for a split second etc, Doom dos not but has slight visual glitches here and there?
< >
Affichage des commentaires 1 à 14 sur 14
zert 30 juil. 2014 à 16h12 
Rage uses id Tech 5, while Doom 3 BFG uses id Tech 4 updated with various features from iT5, theoritically making it "id Tech 4.5"
Ahh, kind of makes .5 of sense then
Nice one! Did you export RAGE map as OBJ and brought it over to Doom 3?
Ah, cool. Did you make it? o.O
k'nt 13 aout 2014 à 22h59 
Why does that Rage map look as if it has higher resolution textures than Rage it self... lol

Wolfenstein TNO is what iD Software wanted Rage to look like... PIPEDREAMS
RAGE had lower res source textures as it was shipping for last gen consoles. Wolf TNO was shipped for PS4/XB1, thus source textures were of a higher resolution, and thus you have better looking textures.

I personally didn't complain about resolution because game was too good to waste time on snooping around for cans of coke behind doors in search of low res textures :)
k'nt 14 aout 2014 à 18h17 
motorsep a écrit :
RAGE had lower res source textures as it was shipping for last gen consoles. Wolf TNO was shipped for PS4/XB1, thus source textures were of a higher resolution, and thus you have better looking textures.

I personally didn't complain about resolution because game was too good to waste time on snooping around for cans of coke behind doors in search of low res textures :)

When I was following early RAGE development I was falling for the promises of glorious 16K textures... but yeah, thats why I was like nah TNO wont be good but then got proven wrong...
I think id Tech 5 supports textures up to 128,000 × 128,000 pixels, so it's no wonder TNO looks beautiful.
Ƶ₳Ɽ₮ a écrit :
I think id Tech 5 supports textures up to 128,000 × 128,000 pixels, so it's no wonder TNO looks beautiful.

Correction 16384 x 16384

well to be specific, thats TNO specific..

edit. Rage was suppose to add that but I think they only had 8K half ^ that number and alot of minor textures looked ♥♥♥♥
Dernière modification de k'nt; 15 aout 2014 à 3h02
"...which supports textures with resolutions up to 128,000 × 128,000 pixels"
It may not use larger than 16k, but is capable of 128k, which would mean gigantic installation sizes however.
"thats TNO specific.. "

I know the support is there but devs are using 16K as of now

forgot to state that

Ƶ₳Ɽ₮ a écrit :
"...which supports textures with resolutions up to 128,000 × 128,000 pixels"
It may not use larger than 16k, but is capable of 128k, which would mean gigantic installation sizes however.
Dernière modification de k'nt; 15 aout 2014 à 4h22
The Evil Within is using iD Tech 5 so that'll be intredasting, devved by "no name team" Tango Gameworks... by no name I mean new and probably a one game only team

And interestingly idTech 6 for Doom "self titled" will use Voxels instead of Triangles, so I dont know if itll have the same kinda mega textures thing (pages format)
Dernière modification de k'nt; 15 aout 2014 à 4h26
There is no saying what id Tech 6 will use. Carmack was going to use voxels for lighting, not for geometry. He even said that there is no point using voxels for geometry because hardware is geared toward rendering triangles and that isn't going to change.

Voxels for lighting (GI) and "megamodels" (a la megatextures) were on JC's mind.

Now that CryEngine guy joined ID, I wouldn't be surprised if OpenGL renderer will be butchered, and DX11 renderer will take its place. Maybe even megatextures will be butchered too.

CryEngine (Crysis 3 at least) didn't have lightmaps. It was all real-time lighting, which was damn pretty :) So maybe we'll see id Tech 6 going back to the roots of id Tech 4 and having everything
real-time.

P.S. Th Evil Within looks worse than RAGE, judging by the videos and screenshots (quality of textures)

The Evil Within is using iD Tech 5 so that'll be intredasting, devved by "no name team" Tango Gameworks... by no name I mean new and probably a one game only team

And interestingly idTech 6 for Doom "self titled" will use Voxels instead of Triangles, so I dont know if itll have the same kinda mega textures thing (pages format)
Dernière modification de motorsep; 15 aout 2014 à 6h29
motorsep a écrit :
There is no saying what id Tech 6 will use. Carmack was going to use voxels for lighting, not for geometry. He even said that there is no point using voxels for geometry because hardware is geared toward rendering triangles and that isn't going to change.

Voxels for lighting (GI) and "megamodels" (a la megatextures) were on JC's mind.

Now that CryEngine guy joined ID, I wouldn't be surprised if OpenGL renderer will be butchered, and DX11 renderer will take its place. Maybe even megatextures will be butchered too.

CryEngine (Crysis 3 at least) didn't have lightmaps. It was all real-time lighting, which was damn pretty :) So maybe we'll see id Tech 6 going back to the roots of id Tech 4 and having everything
real-time.

P.S. Th Evil Within looks worse than RAGE, judging by the videos and screenshots (quality of textures)

The Evil Within is using iD Tech 5 so that'll be intredasting, devved by "no name team" Tango Gameworks... by no name I mean new and probably a one game only team

And interestingly idTech 6 for Doom "self titled" will use Voxels instead of Triangles, so I dont know if itll have the same kinda mega textures thing (pages format)

Im quoting wikipedia... I should have stated

either way its an id engine game, I will get my hands on it one way or another
Dernière modification de k'nt; 16 aout 2014 à 1h05
< >
Affichage des commentaires 1 à 14 sur 14
Par page : 1530 50

Posté le 30 juil. 2014 à 14h59
Messages : 14