John Carmack Talks Graphics 71
Next Generation is running a short piece detailing some highlights of an interview with John Carmack, set to run in the February issue of PC Gamer UK. From the article: "For the last year I've been working on new rendering technologies. It comes in fits and starts. Our internal project that'll incorporate it hasn't been publicly announced. We're doing simultaneous development on Xbox 360 and PC, and we intend to release on PlayStation 3 simultaneously as well, but it's not a mature enough platform right now for us to be doing much work on."
Ca$h-tching (Score:2)
Great News. (Score:4, Funny)
Re:Great News. (Score:3, Interesting)
Re: (Score:2)
Re:Great News. (Score:3, Interesting)
Re:Great News. (Score:4, Funny)
Picture this:
You're in a dark room full of crates...OH MY GOD A MONSTER!
Re:Great News. (Score:5, Funny)
Re:Great News. (Score:3, Funny)
Seriously.
Re:Great News. (Score:2)
Re:Great News. (Score:1)
just fyi
Re:Great News. (Score:2)
article too short to discuss (Score:2)
Re:article too short to discuss (Score:2, Interesting)
Re:article too short to discuss (Score:4, Insightful)
microsoft built half of the tools that carmack's crew is used to using. of course the ps3 is going to be "immature"; specs were only finalized last year. sony is starting from the ground up. big shocker here: "pc game developer sides with microsoft and plays it safe with the company that all of their products depend on rather than side with sony a company that they have no loyalty to. news at eleven!" =)
microsofts development goal was always to make things easy for pc developers to port things over to the xbox line. if its easy, carmack just needs to shovel his latest and greatest hit to xbox and voila! instant profit. hey, it worked for the unreal, doom, far cry, halflife franchises.
look at quake4. if it was
Re:article too short to discuss (Score:1)
>>haven't all of iD's games since quake been multiplatform at or very shortly after launch?
Re:article too short to discuss (Score:2)
which multiplatform versions of their computer games make id the most money?
for all we know carmack could hate windows AND bill gates' guts for that matter... but you cant play ball if you never invite the kid that owns the ball; at the end of the day its all economics and finance.
im really not trying to imply that carmack is on the take. im just saying
Re:article too short to discuss (Score:2)
Barely (Score:2)
I do like that he says that the console cpu numbers are inflated.
Too little, too late? (Score:2, Interesting)
Re:Too little, too late? (Score:2, Interesting)
Today games have lost the chainsaw, and added a sniper rifle. So much for gameplay advance.
Re:Too little, too late? (Score:4, Funny)
In Doom the camera was fixed behind a weapon. You have a pistol, a shotgun, a rocket launcher, a machine gun and two energy guns (one fast and weak, and the other slow but powerful). Also you could use a chainsaw.
Today games have lost the chainsaw, and added a sniper rifle. So much for gameplay advance.
I'm still waiting for the sniper chain saw. Now THAT's gameplay advance!
Re:Too little, too late? (Score:3, Insightful)
Re:Too little, too late? (Score:1)
> realistic and/or less interesting than some levels in Doom. This is disappointing, and I have
> no explanation...
All the triangles in the world aren't going to make games less boring. I wonder how many triangles John can plot in a second now. 100 million? A billion? A thousand billion? Who cares? Graphics are good enough now - look at Call of Duty, Battlefield 2 etc. Why not knock the render-rate wil
Re:Too little, too late? (Score:1)
First few times I played FEAR at my friends I tried using the old tactics that'd work for the old single player FPSers I'd played before and guess what... the enemy was smarter than them. The AI wouldn't blindly charge at you through a choke point, it would have some of it's units keep you engaged on one front while others would flank around behind you. It would use cover. And while I didn't play it enough t
Re:Too little, too late? (Score:1)
> we're probably going to be seeing a lot better AI in the near future.
The bots in BF2 are rubbish. I used to be in a BF2 clan so usually I played multiplayer, but bots never have a clue.
Re:Too little, too late? (Score:3, Interesting)
I think something like ut2004 except instead of trying to shoot the power generator of the base you literally try to blow the base apart piece by piece. With towers and walls collapseing when enough under structure was destroyed. People could get trapped inside and have to blast thier way out or die inside.
Re:Too little, too late? (Score:3, Funny)
Re:Too little, too late? (Score:2)
If my grenade lands under a jeep I want to see the jeep blown partially apart not just have some black spot on it that goes away when I look away and back. I want to be able to blast a hole in a wall with a rocket launcher and walk through it, or watch the entire structure begin to crumble.
Re:Too little, too late? (Score:1)
Re:Too little, too late? (Score:3, Insightful)
Where a room in a Doom map could have been a single rectangle with simple textures on the walls, floor and ceiling, a single lighting value and a simple sprite-based barrel for decoration, an equivalent room in a modern FPS might have thousands of triangles, per-pixel lighting from multiple light sources (each placed manually for the best visual effect), high-resolution textures with multiple com
Re:Too little, too late? (Score:2, Insightful)
Re:Too little, too late? (Score:1)
GTA 3-nowhere near realistic crowds/traffic/city "life"
Serious Sam- You run in one direction killing tons of monsters, I think he was looking for a game where you have mulitple paths and don't have to (maybe can't) kill everything in your way.
World Of Warcraft- please...again with the nowhere near crowds/realism...
Re:Too little, too late? (Score:1)
Re:Too little, too late? (Score:3, Insightful)
The real limiting factor is development time. The more stuff you build into each level, the more time and money it takes. The brown boxes in Doom were pretty easy to make, but these days they won't do at all. You need to add details like windows, roofs, etc.
Re:Too little, too late? (Score:4, Insightful)
I still have vivid memories of Wolfenstein 3D looking so amazing. The same with Doom and Duke Nukem 3D. But load one up right now and there's no comparison with today's graphics. Heck, you don't even have to go that far back. Even Unreal and Quake II look silly compared to games coming out today. The graphics we'll be seeing five years from now will make today's games look corny. That's the way it goes.
The problem here for people like us who have been around this long is that we're, ahem, growing up. I've really started to notice that the older I get, the more it takes from a game to hold my interest. It's an odd moment when you're playing Monopoly with your kids and you suddenly realize: "what the hell did I ever like about this game?"
And yes, of course some of this has to do with the rehashing of old game ideas. If come across another jumping puzzle in an FPS game at this point it'll probably sour me on video games for the rest of my life
P.S. - I really wanted to like Second Life, but...what the heck? The ability for the players to create all the content is pretty amazing, but after that it's like a giant chat room with...3D graffiti.
Re:Too little, too late? (Score:2)
It's also perhaps the best game out there for explorers. The game map is about 2/3 the size of Washington DC, and if you only want to explore then the account (and game) is free. There is a monthly fee if you want to start bu
Re:Too little, too late? (Score:2)
Second Life. Great concept, aboslutely ruined by the people. With no such thing as protected speech, if you create something funny
Re:Too little, too late? (Score:2)
Re:Too little, too late? (Score:2)
Re:Too little, too late? (Score:2)
A year ago, I dug up Rise Of The Triads, which I used to play with a few of my buddies in multiplayer mode. It used the same 320x200 mode that Doom I & II used. I had a hard time navigating, figuring out where the walls started and the floor ended. I was comple
Re:Carmack's Best Days Are Over? (Score:1)
Quake 2 - Q3 1997
Quake 3 - Q4 1999
Doom 3 - Q3 2004
Quake 4 - Q4 2005
So, Id is having a 5 years dev cycle for new engines and a 1-2 year dev cycle for updates to this engine. We can not say that Id is being lazy by not releasing a new engine tomorrow: just way for the next cycle.
Re:Carmack's Best Days Are Over? (Score:1)
Re:Carmack's Best Days Are Over? (Score:2)
Hmm, could future MMOs use Carmack's next engine? That would certainly be interesting
Why Carmack impresses me (Score:5, Interesting)
I guess a continuous flow of thousand dollar bills might have something to do with it...
Re:Why Carmack impresses me (Score:2)
Re:Why Carmack impresses me (Score:2)
I have no idea why burnout happens, but at least for me, whether I enjoy what I'm doing or not really doesn't seem to make much difference. I enjoy programming in general, but working too long on any one problem, no matter how interesting, eventually gets tedious.
Totally offtopic (Score:2)
I don't think rock climbing is the most common of the Slashdotter hobbies.
What Carmack means to me... (Score:3, Interesting)
Re:What Carmack means to me... (Score:2)
Re:What Carmack means to me... (Score:1)
Interview out now in US (Score:2)
Bad news for Sony (Score:2)
dev time (Score:5, Interesting)
It used to be it took a few hours to whip up a level in Quake.
With each generation though, the time to make a single room of any reasonable quality has at least doubled, if not trebled. The "community" production of user-made levels has dropped by orders of magnitude each generation as well.
Really, the concept of building a map in N-space from basic polygons should be dead - If you're going to build a "house" in a new 3d engine, you should be able to literally BUILD it of materials like you would a real house - pieces of wood with a resistance to force LIKE WOOD, a flammability LIKE WOOD, so your final wall would 'behave' in-game like a wood wall, and you don't have to program in the properties from scratch every time.
Think about how hard it is to model a good-looking coffee cup from polygons and curves. A biatch. Why not an engine that comes with a Sears-catalog (or Home Depot, or whatever) of pregenerated stuff that you can edit generally (changing color, length, whatever) and then plop into your world? Coffee cup? Pick that hefty one. Make it black. Glossy. Now 'pour' in liquid. Boiling hot. If it gets knocked over (or shattered), the liquid pours out onto whatever surface it's on/above, and then flows to the lowest point.
So I guess for me it's not the rendering tech per se, it's that we keep getting the engine without the car, or even the parts to build the car. We should be past that.
Re:dev time (Score:1)
Re:dev time (Score:1)
What you don't realize is that commercial game developers are not overly interested in seeing lots of high-quality content released for free on the net. Community-driven game mods are usually seen as some "cute extra" which may keep players toying around with
i'm confused... (Score:1)
The real news for programmers (Score:3, Insightful)
"The difference between theoretical performance and real-world performance on the CPU level is growing fast. On, say, a regular Xbox, you can get very large fractions of theoretical performance with not a whole lot of effort. The PlayStation 2 was always a mess with the multiple processors on there, but the new generations, with Cell or the Xbox 360, make it much, much worse. They can quote these incredibly high numbers of giga-flops or tera-flops or whatever, but in reality, when you do a straightforward development process on them, they're significantly slower than a modern high-end PC."
He's putting programmers on notice that the days of writing single threaded code for a simple virtual von Neumann machine are over. The hardware designers bent over backward for years to support that programming model, and they've given up. They've hit the wall and moved on to other things. The smart programmers (like John Carmack) are figuring out how to follow them.