Carmack Shows Off the id Tech 5 Engine 104
MojoKid writes "id's keynote
address from this past week's Quakecon featured John Carmack revealing details of the id tech 5 engine. For more on the subject, GamesIndustry.biz has an interview with id developer Steve Nix about the project. 'I know that when we started working with Splash Damage on Enemy Territory they wanted large, detailed outdoor terrains, and they had some ideas on how to dynamically load the textures and everything, and John [Carmack] said, 'Why don't we try this new approach and make the entire terrain one massive texture, and then just load blocks of texture in dynamically that you can see at any one given time?' So John did the initial work on it, got it up and running, and it just so happened that that work was the basis for what we have in id Tech 5.'"
Cmparisons? (Score:2)
Re:Comparisons? (Score:1)
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No idea about LithTech.
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The new engine will be something innovative, new and unique which every other game company will copy and do better.
UT3 engine is currently a piece of string with a knot in it.
Crysis... it looks pretty and works great in demos but will prove hard to play unless you have 8 limbs.
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Seems everyone on earth is licensing that string. Yeah, before you go into it, they have one pissed-off licensee, which seems to be a bit better than idtech 4's one licensee total.
You forgot the important part (Score:1)
Re:Cmparisons? (Score:5, Informative)
Here's a few videos of Carmack talking about it:
elFarto
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Re:Cmparisons? (Score:4, Informative)
That's because it is DirectX9, atleast on the XBox360, OpenGL on the PC/Mac and OpenGL|ES/whatever else they use on the PS3.
RegardselFarto
Re:Cmparisons? (Score:5, Informative)
That in itself is rather impressive. As an OpenGL developer, I'm no longer impressed by motion blur, volume shadows, and other textbook shaders/effects - I'm more impressed by this.
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I find dynamically loading stuff to be pretty textbook by now. It's always nice when someone does it, but I mostly notice that most people don't.
Now, maybe I'm wrong, and maybe making it one huge texture does make it harder, but I don't think so.
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Basically, complai
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To my uninformed but interested understanding, it seems that if you only have 256Mb of memory and 1Gb of texture, you are going to have a lot of paging, missing textures, or the performance hit associated with downsampling the textures so they fit in memory.
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> "In fact, you can have 1GB of textures just for the stuff on screen, and still have that displayed on a system with only 256MB of video memory."
If the stuff *on screen* (ie inside the frustrum) needs 1GB of textures, it just can't be culled out, and if you only have 256MB of video mem
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Eventually we'll all want video cards with 10GB of memory, but this is a nice way of bridging the gap.
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Are two-dimensional textures, quadtrees, etc more efficient than traditional octrees and LoD applied to 3D objects?
That was the one thing that actually bothered me about this "megatexture" concept, that I think it could be generalized so easily...
Well, that, and I also want to see more games use procedurally generated content (saving disk space and RAM) rather than just throwing some gigantic satellite-photo-sized texture at the problem.
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When they were showcasing the Doom 3 technology several years ago it looked amazing and outstanding and Rage looks the same way too. Now the problem is game play, Doom 3 game play was pretty much non-existent, it was a simple shooter with awesome graphics, no real story or plot to help carry it. And you can argue that id software has never really had much of a story or plot to drive their games but thats expected now. When Doom, Quake, Quake 2 came out you could sti
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1. Brand names -- Doom is still such a brand name that tons would buy a Doom 4 on this engine, despite Doom 3's mediocre gameplay
2. Engine licensing
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Thankfully they didn't grow their studio and metastasize like other game development studios, or get acquired by a quarterly-balance-focused game-grinding publisher, so they can weather a slowdown in business like that. And Doom3 sold pretty well too, largely thanks to point 1.
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I figure they've found what they are good at, and sticking with it doesn't seem like such a bad idea.
Let the other game companies hire hordes of people to create content/assets, pay money to license stuff from George Lucas etc.
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Now the problem is game play, Doom 3 game play was pretty much non-existent, it was a simple shooter with awesome graphics, no real story or plot to help carry it.
I wouldn't say that's entirely true. You're spot on about the gameplay, but Doom 3 actually had quite a lot of plot and story. Unfortunately, nearly all of it was presented on PDAs scattered throughout the game that took too long to read and completely drew the player out of the situation, rather than having a plot that was integral to and intertwined with the gameplay. They were using System Shock's style of story telling in a world that had already played Half-Life 2. Then they hammered the final na
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The discussion is about game engines, NOT games themselves.
Thus the GP's request to compare 3 game engines, not games.
Given that, what about what gameplay?
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The only thing the en
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Yeah but exactly where were they going to go from Doom 2? It's not like the doom series was big on story to begin with, and I would have to say that as a gaming experience Doom 3 and its expansion was FAR from bad, Doom 3 had some of the most scary and memorable bosses, I agree the story wasn't very cohesive or convincing but it was hardly bad.
The level design was very good and the art was stellar, the real problem was
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That said, it *is* a shallow game with no real story, and I've never felt the need to go back and play it again.
I can't comment on Rage, except to say that if it's another Doom 3, I will be disappointed because this time I do want more.
I think this technology will spawn some
Booth babes? (Score:4, Funny)
Are they getting to expensive or are they just tired of nerds? Either way, I dislike the alternative [hothardware.com].
Re:Booth babes? (Score:5, Funny)
You say so, therefore it must be true! (Score:1)
Why does claiming status intrinsically make the claim false? I hereby claim to post on Slashdot, an utterly false statement by your logic. I suppose you can, uh, “pretty much guarantee” I not a cyclist or a geek simply because I describe myself as a cyclist and a geek? If you want to get all metaphysical here, I think the argument could be made that because the universe is deterministic (although not predictable) none of us has any free will (thoughts are chemical reactions bounded by laws of
Consoles? (Score:1, Interesting)
Imagine Final Fantasy XI on the Nintendo DS.
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Carmack is the real deal. (Score:2, Insightful)
And his rocketships (Score:2)
Re:Carmack is the real deal. (Score:5, Insightful)
And he's even more awesome because he GPLs his old code!
Re:Carmack is the real deal. (Score:5, Funny)
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Wish I had mod points.
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At least, I hope I wasn't...thankfully your anonymity will allow me to remain ignorantly blissful if I was
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Only load what you need: a new concept? (Score:1, Troll)
"Only load what you need from a large set of data" is a new concept in computer science? No wonder these game
Nope (Score:3, Informative)
Re:Only load what you need: a new concept? (Score:4, Informative)
It makes programming easier, because its one less thing to keep track of.
Re:Only load what you need: a new concept? (Score:5, Informative)
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For some reason, I don't think most gamers would accept a bunch of gray blocks slowly and randomly being replaced with textures before your very eyes every time your view changes..but hey, maybe that's just me
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But I guess that might have been too forward thinking.
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Re:Only load what you need: a new concept? (Score:5, Insightful)
In the beginning, very small textures were all that could be used, and they were tiled everywhere. Ever since then, the workable size of textures has been slowly increasing...but the old habit of breaking things down into small(ish) textures remained.
Technological advances and an 'aha!, we can do that now!' lead to advances such as this that to some might appear 'obvious', when in fact, since they hadn't been done before, weren't so obvious after all.
Everything Old Is New Again (Score:3, Interesting)
The new texture technology that JC is demonstrating is fascinating but it really is a neat new twist on a much older trick - using tile-able textures to build up a much larger map, and then using overlays to take it further and make it less predictable.
The basic landscape is built up at some reasonable level of detail for distance shots, with whatever geometry the modeller wants. Then the new techniques are applied to any polygon, anywhere. From the videos, there is a part where JC takes a texture, paints it on either side of the track. At this point, you can see that it really is square tiles - maybe 128x128 in the demo but I suspect it is arbitrary. Then these tiles are blended against other tiles and it's no longer so obvious what is going on. Then the overlays are painted on over the top to provide unique details.
Now - the backend technology to cache all of these separate layers together must be pretty impressive to ensure that the view doesn't stutter as you pan the view. Using this level of organisation for the textures is akin to a smart compression routine, except you are identifying common elements right up front in the form of texture tiles, rather than trying to do it after the fact.
I'd pay serious money to get my hands on the level editors for this tech - but I don't think my salary will stretch to a ID license fee.
Cheers,
Toby Haynes
Re:Everything Old Is New Again (Score:4, Informative)
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I'd pay serious money to get my hands on the level editors for this tech - but I don't think my salary will stretch to a ID license fee.
Or you could just buy Rage, where their development studio with all the tools are included :)
As mentioned here: http://download.gametrailers.com/gt_vault/t_idtech 5_walkthrough_part3_gt_480.mov [gametrailers.com]
I wouldn't be too surprised to see the level technology appear as as free download as well down the road.
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id engine 5 gives artists more freedom (Score:1)
Carmack once again... (Score:1)
How many countless technologies id Software has brought us over the years, games today should be forever thankful. Now that games tend to sprawl out into massive landscapes (MMOs are big on this too), engines that are geared towards serving large landscapes instead of 'room by room' sprawling are going to be the norm.
On an unrelated note -- I'm looking forward to Enemy Territory: Quake Wars.
will do little to advance id games (Score:2)
Re:will do little to advance id games (Score:5, Informative)
A little harsh maybe, but basically correct. If you want a rip-roaring game with a smashing storyline, wait until the first game companies start licensing the tech from id. Until then, like me, you could do a lot worse than forgetting your high-minded, high-falluting city-slicker ambitions and just run around for a while, shooting every demon between you and the blue keycard.
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That's all well and good, and it's certainly fair to say that Quake and Quake 3 were licensed big-time, but a quick glance at Wikipedia [wikipedia.org] shows a grand total of six titles using the Doom 3 engine, two of which are Doom 3 and it's expansion, and one of which hasn't even been released yet.
Something wrong with id's latest work, I wonder?
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So... (Score:3, Funny)
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Id Tech 5 engine video... (Score:2)
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Realism is paramount (Score:4, Funny)
I really wish video game makers would get a little more realistic in their shooting games. Real (outdoor) warfare does not occur at 50ft, it happens at about 400 meters, that's almost so far that the guy you're shooting at looks like an ant. And that happens to be real life. Also, someone tell JC if someone is hiding behind a cinderblock wall and I shoot an 7.62 AK74 round at said wall and the bullet happens to land where someone is standing on the other side, they are dead. Bullets penetrate EVERYTHING except HEAVY ARMOR. That means if you shoot a house, someone on the other side of the house may get hit because the bullet penetrated every wall in the house. This is especially true for heavy machine guns (.50cal+) which can demolish a small house with a few dozen rounds.
Also, and almost as important, don't make stupid doors that have a fucking golf ball holding them shut, I just destroyed a god damn super monkey spider droid with a mega doppler 5000 hand blastron laser fink and I can't open this god damn door because someone wedged a golf ball under it's flimsy wooden frame. What's that you say? Don't go in there? It's not part of the level? DON'T MAKE THE FUCKING DOOR THEN! Did you think you had to follow the layout of Walter Reed hospital exactly? I won't care if there is a wall where there should be a janitors closet, just don't put a door in the level that can't be opened, especially a door with a window and a god damn wooden chair wedged under the door knob. BAD BAD BAD!! Anyone remember Red Faction? Where you could blow up the walls. What ever happen to that idea? What kind of future war training are we offering our children?! ->
Ted: Hey Jimmy hide behind those wooden pallets so the Chinese T80 main battle tank can't use it's HE round to kill you
Jimmy: Thank Ted! I'm not sure how long I could have lasted without that great advice
Jimmy, my friends, would be dead. AND PEOPLE LIKE JC ARE RESPONISBLE FOR HIS DEATH! MAKE VIDEO GAMES MORE REALISTEC NOW!! BEFORE JIMMY AND TED ARE DEAD!
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Software patents.
Realism has been done already. ;) (Score:2)
I think the majority of game players don't want ultra-real. FPS players like to bunny-hop around shooting almost non-stop. They do this because its fun, not because they want to model realism.
There are some good ultra-real games out there (I remember playing a sniper game at E3 that actually modeled heart-rate and atmospheric effects (rain, heat, altitude, etc.) to calculate where each shot landed). The problem is that there is a very small market for them.
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Regarding game design, everybody has to choose whe
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id on Steam (Score:1)
Maybe I'm just getting old...
Carmack engines too specialized? (Score:4, Interesting)
Quake 3 had curved surfaces, no other major engine since then has had curved surfaces.
Doom 3 had a unified lighting model, Rage does not. The unified lighting caused some pitch black areas and made it harder too make large outdoor type levels.
Rage has unified texturing, which makes it harder to use specialized shaders on some surfaces. Other than the texturing and the much better development tools, I don't see much new?
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