While EA is busy wrapping their software in Cider, promising a quick and easy way to achieve Mac OS X compatibility, id Software is creating a new multiplatform game engine that will run natively on Windows, Xbox 360, PlayStation 3 and, whaddya know, Mac OS X. id Tech 5, first unveiled at yesterday's WWDC conference, is id's fifth generation 3D engine -- see the revisionist name changes here -- and it's notably not being built with Microsoft's DirectX 10.
Before everyone starts complaining about the palpable layer of polyurethane coating every surface in the demo, consider Carmack's claim that if he had four more days, the demo would be twice as smooth. That's just it, Mr. Carmack, it's already too smooth. But we know it's early so we'll just study this video until we get to see more (like your special Mac-related announcement) at E3.
If you'd rather avoid the embedded YouTube shakycam footage, you can watch Apple's much nicer streaming version of the 2007 WWDC keynote (jump ahead to 11:30).
Could someone explain how 20gb of texture can be made to fit, along with all the other crap in a game, onto a single disc? With 20gb taken for texture alone that should force even blu-ray to go multi-disc
As I said on bluesnews, it still appears that every human is made of rubber.
Valve solved this problem. Crytek has solved this problem. You'd expect id would have, especially as it was among the biggest complaints of the Doom 3 engine.
Sad, Carmack. You can concentrate on independent light sources all you want, pushing it out before systems could really handle it, but you're slacking on what happens when the light hits different materials.
he prolly meant frame rate when saying it would me smoother.
If the game has these graphics and does 60 FPS like the previous engine should have done (you know, so they could have been playable) then I would definitely play it. Oh, and if it has good gameplay.
I jus think that if it wasn't plasticy then it would run into uncanny valley problems. And yes, I know that GoW got around it so they should be able to also, but its refreshing to see different engines that don't all look the same.
The texture techology sounds exactly like the mega texture techology being used in Quake Wars. I sure hope he's got another wicked feature, because Quake Wars uses a pimped out Doom 3 engine.
I hate the texture thing. Everything is textures, not actual models. The metal stuff on the guy's hat wasn't anything 3D, it was part of the texture. Jesus, Carmack, DX10's a better option.
This is actually pretty cool technology. An example would be walls: Before this, a wall would usually have a couple of small textures that are just repeated over and over again to make them fit to that wall. This would make it, so that the entire wall is covered by one large texture that does not have to be repeated. So if you wanted to make something look different before, you would have to create a new texture and tell the program "do not use the usual texture here, but the new one instead". With this new technology you can just modify the old texture.
So it's just as he said: They can put as much detail in there as they want without affecting performance. Because the engine doesn't have to load a new texture for each detail.
However I don't get at all how he manages to do that...
And I find it unbelievable how you guys cry out for DX 10. Have you all become brainwashed by Microsoft marketing people? The features are on the Chip. DX 10 just allows developers to use those features. I'm sure the people at id can also use the same features using OpenGL.
i was hoping for something more... substantial. these guys are responsible for birthing 3d gaming, and theyre trying to get back on top, but i dont think this is the way. i think there needs to be a shift in the way graphics are rendered and handled before us jaded PC gamers say "wow" again.
i guess what really needs to change is teh way physics is handled, specifically particles, and the way objects interact with other objects and with terrain. the go karts racing around the dirt path in that tech demo looked ok, but the dust being kicked up, and the lack on interaction (or at least what i could tell from the youtube video) kinda stuck out IMO.
i dunno, i know its an early tech demo, but when i heard id was doing something new, i expected something NEW, not another 50 texture passes.
rDr4g0n, what there doing IS new! Have you ever looked at a wall or the floor in a 3d game and noticed it all looks the same? Just one bland repeating brick pattern with non of the intricities found in real life. Hell even gears of war and the great crysis suffer from this! The current way getting around this would be to have a seperate texture for every object each taking up memory and resources each slowing the game down... see the problem? Current games today can't deal with a huge amount of textures yet carmack's new engine treats the ENTIRE world as one MASSIVE texture. Using a little bit of magic it dynamically loads the bits of the massive texture needed. This means EACH PIXEL of the walls in the map can be changed without ANY effect on performance. The sheer amount of detail that could be added would be amazing!
"i think there needs to be a shift in the way graphics are rendered and handled before us jaded PC gamers say "wow" again."
So true. IMO, what made us say "wow" in the first place, was that the fact that games like Wolf3D and Doom 1/2 did all their magic on the *ORDINARY* PCs that everyone had. No fancy hardware needed.
Any programmer can make an ultra-realistic engine if they crank up the system requirements high enough.
Games don't make me say wow anymore..at least not with graphics.. even the gorgeous cityscapes and striders of HL2 didn't make me go wow like the first big room in Doom.
The only games that make me go wow with graphics are the ones that have amazing and innovative art styles... okami and windwaker spring to mind.