Rage Screens Show Off 'Virtual Texturing'
by Nick Breckon, Aug 06, 2009 6:25pm PDTSeveral new screenshots of stunning Rage environments were included in a SIGGRAPH 2009 talk given by id Software senior programmer J.M.P. van Waveren.
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Consisting mainly of environment shots, the images show off id's "virtual texturing" process, which allows the studio to create "unique, very large" textures in the id Tech 5 engine. For the technically minded, notes on the talk are available in this PDF.
Thanks to FreshyK.
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Comments
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SO BEAUTIFUL :(
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It just looks 'old tech' (especially for an id game). Now I understand the reasonning behind the design choices there, but it does hurt a bit, and it does diminish quite a bit the 'wow' factor that we'd get with a more sofisticated lighting solution. The work on the environments and characters is just gorgeous, but the overall impression of the visuals isn't at the same level because of the lighting.
In that 1st screenshot in particular the difference of lighting style between the environment, the vehicle, and the character is just very noticeable..
Ha well, anyhow I can't wait to play the game and drive off-road through these wastelands. =)
can't wait to see screenshots from Doom 4
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http://img35.imageshack.us/i/tempgarbage.jpg/
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http://www.shacknews.com/screenshots.x?gallery=12539#img138799
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I thought the megatextures were good on ETQW for certain surfaces like rock, roads, and transitions between surface types. However, it wasn't really noticable in grassy, indoor and other areas.
I think the theme of Rage actually plays to the engine's strengths as mentioned above -- full of sand and rock, which goes a long way to emphasize the smooth megatextures.
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Most current games look as good if not better than this, using a dessert environment hardly show cases it;s potential (if it has any) for future development. And from the look of it it can't have to many asset's running at the same time.
Everyone is going on about how artists can now create, but you still need Modelers to make your assets, not everything can me incorporated in the megatexture.
How much can the environment be destroyed, what are the engines physics capability, what are its dynamic lighting capabilities, these are all major considerations when looking at a 3d engine, a pretty but fairly barren landscape will soon become boring by its self
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My gut says no. The 360 disk can only spin so fast, and the PS3 only has so much hard drive space for installs.
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Nothing special. I am not a fan of id's art style.
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The megatexturing looks very nice, and they put a lot of thought into memory management.
Only thing I'm worried about is that they put so much work into the engine, is there going to be a game in there somewhere? There's a good chance gameplay/scripting will suffer while they're making everything pretty. See: Doom 3, Crysis.
Build your engine around a game, not your game around the engine.
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"Virtual texturing + great artists = awesome environments"
Basically, if your environment doesn't look good, your artists suck and not because of the current virtual texturing method they are using. Bold statement.
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