DOOM 3: BFG Edition

DOOM 3: BFG Edition

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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?
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1-14 / 14 のコメントを表示
zert 2014年7月30日 16時12分 
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 2014年8月13日 22時59分 
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 2014年8月14日 18時17分 
motorsep の投稿を引用:
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...
zert 2014年8月15日 2時47分 
I think id Tech 5 supports textures up to 128,000 × 128,000 pixels, so it's no wonder TNO looks beautiful.
k'nt 2014年8月15日 3時01分 
Ƶ₳Ɽ₮ の投稿を引用:
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 ♥♥♥♥
最近の変更はk'ntが行いました; 2014年8月15日 3時02分
zert 2014年8月15日 3時06分 
"...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.
k'nt 2014年8月15日 4時22分 
"thats TNO specific.. "

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

forgot to state that

Ƶ₳Ɽ₮ の投稿を引用:
"...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.
最近の変更はk'ntが行いました; 2014年8月15日 4時22分
k'nt 2014年8月15日 4時26分 
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)
最近の変更はk'ntが行いました; 2014年8月15日 4時26分
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)

cicalooo. ppromaster の投稿を引用:
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)
最近の変更はmotorsepが行いました; 2014年8月15日 6時29分
k'nt 2014年8月16日 1時04分 
motorsep の投稿を引用:
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)

cicalooo. ppromaster の投稿を引用:
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
最近の変更はk'ntが行いました; 2014年8月16日 1時05分
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投稿日: 2014年7月30日 14時59分
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