Carmack Speaks 113
mbell writes: "Eurogamer.net's coverage of Razer-CPL has a write-up of a workshop that John Carmack gave on 3d games and hardware. Pretty interesting article, including some talk about id's next game." Kudos to Katherine (Don'tcha love alliteration?) for buying the round of drinks -- and the hints about the potential next game are cool. Think "Not Quake."
Re:how good is the human eye? (Score:1)
``...the human eye cannot really tell the difference after about 60 fps. It's hard enough to tell the difference between 48 and 51 fps, but above 60, you pretty much can't tell the difference, unless your animations are keyed on frame rate...'' (OpenGL SuperBible, 627)
``The reason the movie or television image is so smooth at such a low frame rate is because each image is actually a combination of the images preceding and following it. Motion blur and your eye's persistence of vision blend the frames together, providing a higher quality illusion.'' (OpenGL SuperBible, 607)
It then goes on to talk some more; I'll paraphrase:
Basically, on a computer, to get the effect a TV has, you need to motion blur all your frames. This does create smoother animation. However, motion blur requires multiple versions of the image be rendered. In that case, you're basically rendering >= 60fps anyway, but only displaying 30. Why not display all 60?
feel it (Score:1)
Re:id's next game... (Score:1)
Seriously, if anyone has the potential to make a Metaverse, it's Carmack.
Secondly, it is not that certain that it would be a Massive Multi-Player, if he is doing a Metaverse it is more of an engine that allows people to bring their own dreamworld to reality. Don't flame me on this though, it's been some time since I read SnowCrash....
Interesting point (Score:1)
Re:how good is the human eye? (Score:1)
Shut off the lights in the room where your computer is. Set the refresh rate to 120hz. Move your hand around in front of the screen. Notice how you see a series of distinct crisp outlines of your fingers.
To me this is fairly good proof that we can make out individual samples of a moving scene at more than 100 frames per second, although at more than 100fps, it becomes harder to tell that the framerate is actually changing.
Re:id's next game... (Score:1)
Oh, did I mention all this was open source?
Too Lazy To Log In, Or Link,
AC
More Info (Score:1)
Re:my best guess (Score:1)
What this comes down to is if you render the level in the same order on every frame, you will end up having 100% cache MISSES if your scene uses more texture memory than the card has. Textures on the second pass will push textures needed later on the second pass right out of the cache, so you end up not using texture cache memory at all.
Whether he wants to have no repeat textures or not (just not combining the vis'd lightmap at runtime, mostly), changes in the way they handle textures is desparately needed for all games using more texture than they have memory on the card.
Re:quotability... (Score:1)
For a deeper understanding of this, read about The New Jersey approach [jwz.org]. That's why Unix is more popular than Lisp machines, nowadays; sometimes "The Right Way To Do It" is too expensive...
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pb Reply or e-mail; don't vaguely moderate [152.7.41.11].
Re:Well, also... (Score:1)
Anyway, 32-bit video cards were created to speed things up. It's a lot easier (and faster) to just grab and dump 32 bits than it is to grab 32 bits and then carefully slice it up so you can place it in a 24-bit buffer without corrupting it. All the one's I've ever heard of just ignore the final 8-bits, anyway. I suppose you could do cool things with those 8 bits like opacity or Z-ordering or something. Alternatively, you could try to get them to do 30-bit RGB (10 bits per channel), but that can be annoying sometimes (anyone remember 15-bit colour?). Or you could try and do 32-bit colour by doing a 10-12-10 split (anyone remember 16-bit colour?). Either way, I guess 24-bit colour is "good enough".
[ot: ms bashing] memory management (Score:1)
> operating system provides
Well, MS DOG has a memory manager, but he's a PHB
#define X(x,y) x##y
Re:Interesting. (Score:1)
#define X(x,y) x##y
Not compliments :) (Score:1)
#define X(x,y) x##y
Re:Why Gaming is important (Score:1)
#define X(x,y) x##y
Re:It's about time that FPS sooting games evolve. (Score:1)
Re:Great! I get to re-install windows... (Score:1)
When I play Q2 or Q3, it's typically a several hour activity, I don't feel like a quick reboot into Windows is really that much of an inconvenience.
Re:"Not Quake" ? (Score:1)
You sick bastard!
Serious, though, they may be going back to their "cuter" era, such as the one that begat Commander Keen. In the meantime:
--Joe--
Radiosity Lighting and Level Designers (Score:1)
I don't know what these claims of 'fuzzy shadows' are about - I get nice, sharp shadows where I want them, and diffuse shadows where I want them. And simulated diffuse reflections off floors, light underneath tables, light going round corners, indirect lighting, smoothed lighting around 'curved' objects... And all by placing a couple of light textures in relevant places.
I'm amazed that radiosity lighting was dropped from Quake 3. The poor lighting in Quake was one of my least favourite features (simulating radiosity lighting with multiple light entities wasn't fun, and no inverse-square was a joke).
Oh well... Time to wait for Team Fortress 2 and Half-Life 2.
Ford Prefect
Re:"Not Quake" ? (Score:1)
Re:Great! I get to re-install windows... (Score:1)
Re:Not quake! ??? what then... (Score:1)
Here's a dream idea: Whip up a top-notch CGB emulator, then sell the ROM.
Likely? naaah...
Re:Great! I get to re-install windows... (Score:1)
It's not as if these games are cheap, after all.
Re:Great! I get to re-install windows... (Score:1)
id was doing linux (unofficially) before Loki ever existed.
Re:Not quake! ??? what then... (Score:1)
However, don't forget Commander Keen either!
Now, that would be fun! Run around blasting 3D rendered Vorticons!
Re:how good is the human eye? (Score:1)
Re:It's about time that FPS sooting games evolve. (Score:1)
Re:Great! I get to re-install NeXT Step... (Score:1)
That was kinda intresting... Doom was out for Linux before it had a Windows port.
:)
Anywhoo... ID looked at Linux a long long long time ago and said "That would be a cool operating system to run our game"...
(Our game "Doom" not "our games" as ID produced many but Doom was the first Linux port)
That is thinking ahead
It was probably an easy port...
I was told Doom was made originally on the NeXT and ported to Dos (the Doom Operating System) to reach the widest market posable.
Then they made a Mac version and finnaly a Linux version.
That was when Linux was "that hacker Unix thingy" Solarus didn't exist yet and Windows still had to compeate with OS/2 and Mac (It was allready "preinstalled" and allready had significant marketshare)
Sadly my box wasn't letting me install Linux...
(A technical problem with my box it probably would have similer problems with Windows)
So my only exposure to Linux was from a friend of mine..
That was then....
That box has been scrapped...
Today my computer happly runs Linux...
But not Windows...
Re:quotability... (Score:1)
Well, to me that sounds like a "good reason" to do it wrong.
__________________________________________________ ___
quotability... (Score:1)
know how to do the right thing, or you choose to do it wrong for a good reason'."
So one of the two reasons for not doing something right is that you have a good reason not to do it right. Wow, that's profound. Let me write that one down. Nothing against Carmack (or you), but this wasn't really all that great of a line.
__________________________________________________ ___
Re:TIME (Score:1)
Re:id's next game... (Score:1)
Re:"Not Quake" ? (Score:1)
Re:how good is the human eye? (Score:1)
Cut your hair people, it's not the 80s anymore! (Score:1)
I remember reading something somewhere saying Carmack was interested in making more decent immersive environment stuff, sounded a lot like what The Street was in Snow Crash. Although if the next project is going to be a story based single player thing then maybe the one after will be The Street. :) That would be cool.
Now I have to go and find out what a V5 needs an external powersupply for ;) </rant>
Re:motion blur (Score:1)
Re:how good is the human eye? (Score:1)
For one human-eye-frame, there will be 10 monitor frames, each going on and off very quickly.
So in that one frame, you will see 10 silhouettes of your hand. In 1 second, you will see 100 silhouettes of your hand. In other words, the framerate of the eye doesn't matter. Only the monitor frequency matters.
If you increase the monitor refresh rate to 1000 Hz, you'll probably just see a blur. That's because you can't move your hand fast enough to generate significantly different silhouettes.
Vague (Score:1)
Re:Interesting. (Score:1)
One other idea I remember he had was to take the headtracking from the cam and map it to the model's head. So if you moved your head in front of your screen, so would your "avatar" in the game.
The parrallax effect seems even neater though. Sort of like what the MS freestyle pad does for people that shake the pad while playing.
That wasn't Carmack's vision (Score:1)
Re:how good is the human eye? (Score:1)
That's a good point, I tend to forget simple things like that in the middle of the night.
Re:Who cares about these games? (Score:1)
I play games to have fun. Once I've played one FPS for a while, I get bored of it. If a new FPS looks different, especially if it's better, I'll play it for a while.
You do not need good hardware to be a good player. To compete in multiplayer, a decent net connetion helps, yes. But Q3A was plenty of fun single player; I couldn't beat any of the levels in nightmare mode; with more practice, I probably would have been able to.
Also, if you don't like it, don't play it. Don't comment on it, and get on with your life.
I don't go around to wine drinkers boards and say "I don't drink alcohol; aren't you bored of drinking wine yet?"
In other words, what slashdot needs more of is a healthy sense of "Mind Your Own Business."
Re:how good is the human eye? (Score:1)
I don't quite understand this wondering of yours. But if this is useful... A technique is used, where you draw everything to a canvas (any area of memory, capable of holding enough info) and then dump the canvas to the screen. The area of time between being done painting that canvas and then displaying it to screen is pretty minimal.
The software guesstimates the amount of time that passed from the last frame to calculate how much the objects of the screen should have moved... This is much larger than the time it takes to copy the final canvas to screen.
Alpha Transparency (Score:1)
Chris Hagar
Average FPS/future (Score:1)
First of all, the average fps of a card goes down dramatically when you top on the features, color depth, resolution, etc. So this 100 fps average you cite doesn't work when you've got all the features turned on. This feature issue is also one of the reasons people pay so much money on video cards. New features appear in the each latest generation. These are features that, regardless of fps, improve the gameplay experience.
Secondly, this is the average fps. Sometimes when there are no other mobiles on the screen and/or you're in a dark hallway or somesuch, this fps can go way up. Conversely, when there are a bunch of other characters on the screen and/or you're seeing a huge number of effects on the screen, it's no good if you've got this 40 fps average video card. The fps will go way down on such a card, to 10 or 15.
Also, buying the top-of-the-line video card today can ensure a longer life for the card. In the future, games will have more features packed on which will stress the capabilities of today's video cards. The time when that happens with your video card all depends on how powerful the video card is now.
And of course, bragging rights ;)
Chris Hagar
Re:my best guess (Score:1)
Carmack said that in the next iteration of his engine, all lighting (and shadows) will be generated in real-time. From a game-geek perspective, this is a huge step forward.
Assuming he can pull it off, imagine the simplest scene with dynamic lighting... a plain room with a chair and a bare lightbulb overhead... as the lightbulb swings back and forth, the shadow of the chair crawls across the floor and up the wall a bit...
It's going to be pretty sweet.
erik
About that connector (Score:1)
The upcoming Voodoo series cards will use their own power line direct from the power supply because some motherboards (Athlon) are unable to provide the stable high current that newer, high-power video cards (GeForce) demand through the bus. This may be exclusive to Athlon + GeForce owners right now, but at the rate video cards are going, this kind of problem will appear on other systems, too. It's only seen now because the motherboard must supply power to two high-current demanding components, the Athlon and the GeForce. I get the impression that, without this dedicated power supply, the V5 would have a similar problem on all motherboards, not just Athlon. Don't quote me on that, it's just speculation. The dedicated line provides a stability and performance boost to the card. The formerly neglected power supply is about to become a house-hold word. No longer will people buy the cheapest peice of crap 250W they can get their hands on! ;)
This is a clear sign that the video card is becoming a whole new monster in the computer. It sounds corny, but the idea of a GPU is far more accurate for the next breed of cards. I expect NVidia's next generation to implement this type of power solution, as well. It just makes sense. The GeForce on Athlon systems has proven that it's needed. If it doesn't, my upgrades next year will not include an NVidia card.
Re:Not quake! ??? what then... (Score:1)
Anyone remember the DOOM II secret levels w/ Wolfenstein textures & enemies? In the end of the second level you had to shoot several hanged Commander Keens...
Re:Why Gaming is important (Score:1)
I respect John Carmack's work as a programmer, but I really don't like what id games and other companies have done to computer games.
We now have games which have a very realistic simulation of a real world, and what have game companies done with it? A series which by now must number into hundereds of games in which the totality of play involves running around and killing stuff. Maybe with a few frustrating "puzzles" involving finding coloured keys behind secret doors.
I find there are few games around which are really entertaining and fun for more than a few hours. And none of these use highly sophisticated 3D graphics. I really hope that id's next game isn't another "twitch kill" gorefest, it would be really nice to find a game I can actually play for a while and not feel like I wasted the money.
Re:Not quake! ??? what then... (Score:1)
Or am I imagining things?
Re:Why Gaming is important (Score:1)
I personally won't buy it if there's no linux version, but it will be a great game that demonstrates that you don't need cutting-edge graphics to sell a game. It's just gotta be addictively fun and reach out to the beast inside of all of us.
Mike Roberto (roberto@soul.apk.net [mailto]) - AOL IM: MicroBerto
Re:"Not Quake" ? (Score:1)
Mike Roberto (roberto@soul.apk.net [mailto]) - AOL IM: MicroBerto
Good, but brutal (Score:1)
Re:"Not Quake" ? (Score:1)
Re:Bow down and worship. (Score:1)
Re:how good is the human eye? (Score:1)
movies: 24fps
tv: 30fps
cartoons/animation: drawn a at 12fps, then doubled. sometimes at 24fps, depends on the scene.
-Jon
True 3D imaging (Score:1)
So, if the frame rate/refresh rate is divided in half, in those cases, 120 frames-per-second would appear as two slightly different 60 frames-per-second images, one for each eye.
That's at least one explanation for needing >100 fps from our graphics cards and monitors... arguments about the brain's image processing power and variation between people aside.
Re:Why Gaming is important (Score:1)
43rd Law of Computing: Anything that can go wr
Another interview with Lord Carmck... (Score:1)
Re:Interesting. (Score:1)
The RuntFest map for Quake3 looks to have a lot of unique textures, although the wall+ceiling+floor use repeated textures. The map is 10mb _zipped_. Most maps even for Quake3 stick to around 2mb. And if you're computer can churn up and spit out q3 levels with 32-bit high resolution textures and all the fixings, for heaven's sake, send one my way!
To repeat: mappers *can* do unique painting of entire levels with any of the 3D game engines currently out -- it's just not practical.
Re:how good is the human eye? (Score:1)
Re:Why Gaming is important (Score:1)
--
Re:how good is the human eye? (Score:1)
Re:how good is the human eye? (Score:1)
Re:how good is the human eye? (Score:1)
He who knows not, and knows he knows not is a wise man
Re:how good is the human eye? (Score:1)
Netscape 6/VooDoo Banshee (Score:1)
Oh well. I think it's pretty cool to go out and talk to gamers that way and give them tips, etc.
It would be nice to see more people doing this; I know I get more productive after sitting through one of these guru speeches. Seems to fire me up.
Re:Who cares about these games? (Score:1)
I just came home (today!) with a copy of Quake3 for Linux. I don't really play FirstPersonShooters much, but every now and again it's just what I need. Besides, it came in a really neat tin can that reminded me a bit of Spam.
Re:Who cares about these games? (Score:1)
Oh. OK, then.
Interesting. (Score:1)
hmm... doesn't Unreal already have all of this?
now that's much more interesting... honestly, I have been only playing UT to check out new levels and their visual beauty, not for real deathmatch.
Karma Police, arrest this man, he talks in maths
He buzzes like a fridge, he's like a detuned radio
Re:Interesting. (Score:1)
Re:It's about time that FPS sooting games evolve. (Score:1)
Re:Interesting point (Score:1)
Re:how good is the human eye? (Score:2)
Re:how good is the human eye? (Score:2)
Bow down and worship. (Score:2)
See? Microsoft has *no* excuse!
(*please*, Bill, tell me the reason... oh wait, NT is looking more like Unix every day...
Hey, let's have an "Ask John Carmack" on Slashdot, so we can find out how to find the cool chicks, like Katherine. I don't need that sort of advice, but some ACs on this thread sound like they need some help.
As to the rest of the article: Id is taking a new direction, not to "twitch" games, but back to single person stuff?
Hmm. All those in favor of Carmack making a *pretty* role-playing game, and giving Square a run for their money, say "Aye".
("Aye!")
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pb Reply or e-mail; don't vaguely moderate [152.7.41.11].
Rage 128 DRI drivers (Score:2)
Btw. this just came up on the DRI devel list:
Date: Sun, 16 Apr 2000 00:00:49 -0400
From: Kevin E Martin <kevin@precisioninsight.com>
To: DRI Development <dri-devel@lists.sourceforge.net>
Subject: [Dri-devel] Rage 128 3D beta release
Beta release of the Rage 128 2D/3D DRI driver
---------------------------------------------
1. Beta Release
This is a public BETA release of the Rage 128 2D/3D DRI driver. It is
fully functional and is intended for testing and gathering feedback.
2. Supported hardware
The following hardware is supported in this release:
* Rage Fury 32MB AGP
* XPERT 128 16MB AGP
* XPERT 99 8MB AGP
Other Rage 128 cards will be supported in future releases.
Burger time? (Score:2)
For those of you curious about what John was diagraming on the whiteboards, let me be of assistance
Hope that helps!
Re:Why Gaming is important (Score:2)
Mmmkay, but we also have The Sims, Crazy Taxi, Half-Life, Grim Fandango, Rainbow Six, Metal Gear Solid, Messiah, Homeworld, Zelda: Ocarina of Time, Drakan, Asheron's Call, Tony Hawk's Pro Skater, and Deus Ex.
Nonetheless, I allow that you probably have your own particular tastes and frustrations with current games. If you are truly committed to it, I am sure that I will some day have the opportunity to play a game of your own conception. In short, if what you want to play doesn't exist, make it yourself.
Re:Great! I get to re-install NeXT Step... (Score:2)
</i>
Almost correct. DOOM was developed on NeXT and consisted of 98% of portable C code and 2% assembler, which was the main reason for high portability. Now, the term 'DOOM Operating System' was used because JohnC had to do a weird hack to ensure DOOM runs fine on 4Mb RAM PCs (few people could afford to buy RAM for $40-50 per 1 Mb back in 1993). Since he used DOS4/GW DOS Extender which only could use extended memory (ie not the first 640k, thereby limiting memory to 3Mb on a 4Mb machine), he wrote his own memory manager to use base memory (what was left out of 640kb). Remember line saying XXX Mb allocated to zone during the start-up? Since memory manager is one of few things every operating system provides, he called it DOOM Operating System.
IMHO.
Re:how good is the human eye? (Score:2)
The main one has to do with motion blur. This has a lot to do with how the brain "fills in the cracks" when there is a fast motion from one position to the other. When an actor moves their arm quickly, there will be blurred motion between the "key frames". Noticeable doing frame-by-frame on VCR's. (not sure about DVDs). This allows a relatively slow moving format appear to be smooth to the human eye.
By contrast, computers don't do this. They need to render every frame as a static image. This means that when something is moving *really* fast in a computer game (ie, a swinging sword, a player in quake), it will still appear jerky as it goes through your FoV (if you even notice: it may just be there for one or two frames). The higher your FpS is, the smoother the motion of even fast-moving objects will appear.
There is hope however. This is supposed to be one of the key features of the new Voodoo4/5 cards. (Last I heard anyways, not sure if this is stil being implemented.) 3dFX are keying some of the features to the way the human eye actually operates. This means not only a more realistic looking picture, but also smoother gameplay even when the framerate would normally be in the tank. No hope for Ultima Ascension. 10fps still looks like crap.
Re:how good is the human eye? (Score:2)
Re:Why Gaming is important (Score:2)
First and foremost, id took 25+ years of graphics research and started using it in computer games. Carmack wasn't the first to do this, as there were dozens of 3D games in the seventies and 80s (Tailgunner, Battlezone, I Robot, Tempest, Stunt Track Racer, Encounter, Mercenary, Flight Simulator, Zenith, Stunts, and so on and so on). But he was the first to get people on the path to doing honest-to-goodness 3D and not just trickery. In general, even basic 3D concepts were foreign to 95% of game programmers when Doom was released.
Second of all, id took a stand against rising development costs and fluff and concentrated on the games themselves. DOOM didn't even have a menuing system with flashy graphics, just text overlaid on a replay. Quake wasn't filled with cutscenes and dialog systems and RPG elements; it was just a shooter.
Third, id started a particular type of game and the culture around it. In some ways it's sort of depressing that many game companies are still chasing after the "ultimate first person shooter" rather than trying to be original, but that's how it goes.
I think these are the three legacies of id. You can't generalize backward in time and act like id was revolutionizing the 2D platform game market, because Commander Keen was, what, seven years after Super Mario Bros. And when Commander Keen was released, there were some really sophisticated games out there already, like Microsoft Flight Simulator. So let's not go overboard with the praise, okay?
Great! I get to re-install windows... (Score:2)
Anyways, on a serious note, hopefully graphics support under Linux will be up to par when this game is released. Most of my computer-literate friends love my computer(Linux-only), and they tend to use it whenever they come over. But, they're unwilling to give up their Windows boxen because of their games. Ah well, c'est la vie
Dave
Hear romero too (Score:2)
http://www.avault.com/razercpl
That has the above linked MP3 of Carmack, and also a talk by Romero, which may or may not be as interesting.
Re:how good is the human eye? (Score:2)
my best guess (Score:2)
We must remember that id is a really small development house and the reason they have bean able to keep it small is because they make simple yet fun games. If Carmack had he's way we would most likely se some kind of follow up to q3arena but he isn't the "boss" of id. This tells me that id may have a very difficult time ahead.
I think that Carmack would like to push the no repeat texture idea, but the question is will the hardware people agree to he's ideas on driver texture handling. I talked to some people form 3dfx and Nvidia about it and apparently he has bean lobbying for it.
The mentioning of shadows will most likely be stencil shadows (read more on opengl.org) my biggest question, will he be using all the new hardware specific, register combiner hardware to do per pixel lighting? will he go for subdivision surfaces?
The hardware industry doesn't really know what the next big thing is going to be, And im not shore Carmack knows either but is he does he's got a great opportunity to push the industry in that direction. My guess is hardware shadows, but who knows.
Eskil
Re:how good is the human eye? (Score:2)
Right now, Showscan is as good as moving images get; wide screen, 70MM film, and in some installations, motion platforms for the seats.
No, I don't think so (Score:2)
I've noticed that Carmack has mentioned the 'texture painting' idea a few times. However, each time he's made sure to point out that he's not so sure the benefits of totally unique textures outweigh the hell it would take to get them.
Not only would bitchy driver issues need to be solved, but as he stated, you'd need a much larger artist staff to be able to actually do that sort of thing. That's not something he wants, it'd create a large enough group of people that politics, yes even at id, would begin to come into play. It'd get in the way of coding, which as people have so eloquently put it before, is Carmack's religion.
I do agree with the idea that Carmack has a lot of new ideas for rendering. Realtime shadows is one, but if you want a few more ideas, just go check out his .plan archive. Hell, maybe once again Father Carmack is gonna push the industry, which.. as Not Good as that is (the fact that we need Carmack to kick industry ass into doing common sense), I suppose some advance is better than no advance.
I don't think Carmack wants to make a followup to quake III. He's stated for a long time before it was even close to finished that There will be no quake 4. I can't even pretend to have any idea of what's going on inside id, or his head. I'm pretty sure at some point here, he'll let us know here.
Keen (Score:2)
Yes, I actually registered and got Keens 2 & 3.
Well, to bring back the nostalgia, I fired it up, without even thinking about needing to run moslo or something similar to cut the 400MHz down a few notches. Guess what folks, it ran just like on my 386. Smooth as butter and not even a touch of mad-crack-induced speed that most old games tend to get when I run them. THAT is nice work ;)
So now, if you'll excuse me, I'm going to go back to driving everyone insane with the weird noises from my PC as I go prove that Mr. 314 is still damn good.
It's about time that FPS sooting games evolve. (Score:3)
Imagine entering a room to see three people. One seated, the two others standing over the seated person. The walls are covered in book shelves. The standing person closest to you pulls a gun and dives behind a couch as he shoots at you. The other standing person pulls a gun and starts to aim it at the seated person.
Think about a FPS game where you have much wider environment to work in, and much more complex tasks to perform. Solve puzzles, fly a chopper, etc..
how good is the human eye? (Score:3)
id's next game... (Score:3)
But I would be less surpised to hear that Carmack is working on something massively muti-player. We've heard him mention EverQuest before, and the man is a network coding GOD as anyone who has played Q3 knows. A MMP game need not be EQ or Ultima-ish. Remember a long long time ago when Carmack speculated about quake being a persistant game with servers controlling certain regions, and moving out of that region and into another would transparently move you to a different server?
The technology is available now to render large outdoor scenes, as well as networks that can handle thousands and maybe a million (ten-six?) simaltaneous users. I wouldn't be surprised if Carmack and his designers set their sights to a cross between everquest and quake -- in other words, how he ORIGINALLY envisioned Quake.
Re:how good is the human eye? (Score:3)
with a tv we can handle low refresh rates because the exposure time is longer and so the pictures are a little bit blury where there is motion. The eye interprets the blur as motion.
with a video game you don't have any blur and so you need a higher refresh rate to get the same feeling of motion.
Re:how good is the human eye? (Score:3)
Re:how good is the human eye? (Score:3)
I wonder how the latency between rendering a frame and displaying aframe is affected though.
Re:Interesting. (Score:3)
Nobody seems to be picking up on the stuff he was saying about tracking head motion (well, except for the sick f-ers moderated down to -2). After he wrapped q3a, there was a .plan update where he said he was interested in spending some time playing with cheap webcams and computer vision.
Wouldn't it be interesting to plop a $30 cam on your monitor and have it track the rough position of your head? You move side-to-side and the scene changes. It's amazing how effective this is in making things look 3-D. Try closing one eye and moving your head around. You can figure out a lot of depth information without stereo vision. And, unlike all the stereo vision rigs, it doesn't cause and worse eyestrain than usual quake sessions.
It might not be that hard to do a quick and dirty head motion tracking inside a game like that, given the CPU cycles. We did stuff like this in grad school a few years ago with machines that were a lot slower.
MP3 Recording of Speech (Score:4)
"Not Quake" ? (Score:4)
Something tells me Carmack may be feeling a little guilty for all the bloody years. Heh.
Bowie J. Poag
Project Founder, PROPAGANDA For Linux (http://metalab.unc.edu/propaganda [unc.edu])
Re:Not quake! ??? what then... (Score:4)
Why Gaming is important (Score:5)
We should all remember to thank carmack and id for a couple of reasons