Carmack's QuakeCon Keynote Detailed 309
TheRaindog writes "In addition to announcing the Quake III source code's impending release, John Carmack's QuakeCon 2005 keynote also covered the programmer's thoughts on Microsoft and Sony's next-gen consoles, physics acceleration in games, and what he'd like to see from new graphics hardware."
A usefull link (Score:5, Informative)
The actual keynote speech
Carmack does graphics, no physics (Score:4, Informative)
XBOX 360 PowerPC != PowerPC G4, G5 (Score:5, Informative)
Finally, proof that Apple is over priced, under powered hardware.
Why does Carmack hate Apple so much?
Read up on the flavor of PPC that is in the XBOX 360...
http://arstechnica.com/articles/paedia/cpu/xbox36
It's far different from the G4 and G5 that Apple currently uses.
BTW, if Apple loved PPC so much, why did they announce the switch to Pentium M ?
Re:Dual-core CPU not that easy to take advantage o (Score:5, Informative)
This is considerably more difficult than one would think. Games typically have to perform tasks in a particular order, for example (extremely simplified): get inputs, move player, move AI players, move other objects, check for collisions, update parameters, display the next frame, loop.
Quite where we add this 2nd thread is difficult. Everything must happen in the same order in order for things like collision detection to function correctly. If we start a second thread to, say, calculate AI decisions and move the AI characters according to those decisions, we have to wait for that thread to complete before we can display the next frame. So it ends up that there are no advantages to utilising that second thread.
Now, I'm sure there are game developers on here who know how to utilise threads in games in a successful way. It'd be cool if one of them could inform the rest of us what the heck we're supposed to be doing with them
Re:Here we go again.... (Score:3, Informative)
Re:Carmack slates Apple (Score:4, Informative)
Carmack came out against the current crop of PowerPC CPU's to be used in the X360 and PS3 that are very different from the CPU's that Apple have been using in their PowerPC based computers. The PPC's in the consoles do not support out of order execution and a raft of other features. IBM have designed simpler cores that are being packaged on multi-core chips that can be run quicker and in parallel.
Carmack has plenty to bash Apple for in regard to their OpenGL implementation I'm sure - just browse the Apple developers OpenGL mailing list sometime.
Re:Procedural textures (Score:5, Informative)
Re:Dual-core CPU not that easy to take advantage o (Score:3, Informative)
Yes, things related to the drawing and basic movement of the character need to be done in sync in the main thread. However, the higher level reasoning of the AI can be done completely in a seperate thread.
Think of how multiplayer is done today. Low level stuff, including how the acutal character movements are done, are handled by the main rendering thread. But all the high-level decisions (where the player goes, does he shoot or duck, etc.) are done by seperate threads (the player's brains). It's not really any different with AI NPCs.
Re:physics middleware takes advantage (Score:2, Informative)
Re:Procedural textures (Score:3, Informative)
Re:What GFX cards need to have in future (Score:2, Informative)
Project offset [projectoffset.com] have really nice motion blur in. There is a techdemo video of it in action too.
Quake III source code's already available (Score:1, Informative)
It's already available since at least yesterday. QuakeIII source [idsoftware.com]
Re:Quake III source code's already available (Score:2, Informative)
Uh, where?
You do realise that "Game Source" means the game rules / mod source and not the Quake III engine source? Is there a Quake III download marked "Quake III Source (GPL)" yet like the other two?
Re:I attended this, and can offer some insight. (Score:5, Informative)
Don't worry so much. Carmack's talents are not wasted. He is already in the space business with his hobby: he's leading Armadillo Aerospace [armadilloaerospace.com] to work "on computer-controlled hydrogen peroxide rocket vehicles, with an eye towards manned suborbital vehicle development in the coming years".
AC has one fact wrong.... (Score:3, Informative)
Ken Silverman created the Build engine for Duke Nukem 3D, not Carmack. In fact, Carmack has never worked for 3D Realms.
Just a minor detail, everything else I can't speak about.
full transcript (Score:1, Informative)
Re:Here we go again.... (Score:2, Informative)
"In Ultra quality, we load each texture; diffuse, specular, normal map at full resolution with no compression. In a typical DOOM 3 level, this can hover around a whopping 500MB of texture data. This will run on current hardware but obviously we cannot fit 500MB of texture data onto a 256MB card and the amount of texture data referenced in a give scene per frame ( 60 times a second ) can easily be 50MB+. This can cause some choppiness as a lot of memory bandwidth is being consumed. It does however look fantastic and it is certainly playable on high end systems but due to the hitching that can occur we chose to require a 512MB Video card before setting this automatically.
High quality uses compression ( DXT1,3,5 ) for specular and diffuse and no compression for normal maps. This looks very very close to Ultra quality but the compression does cause some loss."
The other option to keep some armchair graphics guru's obliviously quiet was to just never offer this ultra option, instead just compressing some lighting effects and no one would notice. BUT, because id does put a graphics setting in the options that people can see and it's called, "ultra" they are convinced they are missing something and spew their expert opions on how unreasonable id is.
In response id and companies like them can market themselves better. First, simply don't tell you about the compression of certin aspects of the graphics engine and give you an option that's called Super Ultra Mega Fantastic Quality. The lesson here is don't give more options but give less. Market your target audience with feel good language so they percieve a higher level of satisfaction instead of a percieved underachievement of some graphical utopia they can never quantify anyway.
Me? I'll take more options and disclosure rather than a marketing feel good approach.