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ID Tech 5 & "Rage" presentation

  • FrieChamp
  • August 5, 2007 at 12:58 PM
  • FrieChamp
    • August 5, 2007 at 12:58 PM
    • #1

    http://www.gametrailers.com/game/4440.html

    Can't believe nobody created a thread for this yet

    Looks like ID is in da biz again.

  • Zyn
    • August 5, 2007 at 1:04 PM
    • #2

    If new gametech is your fetish, this might tickle your mojo.

  • Rokusho39
    • August 5, 2007 at 1:07 PM
    • #3

    "We are perfoming maintenance"

    Curses...

  • Psyshokiller
    • August 5, 2007 at 1:45 PM
    • #4

    Can't wait to get my hand on this!

    The fun thing is he's already talking about Id tech6 at the end of the editor demonstration.

  • dux
    • August 5, 2007 at 1:52 PM
    • #5

    Carmack rocks.

  • e-freak
    • August 5, 2007 at 3:44 PM
    • #6

    -snip-

  • FrieChamp
    • August 5, 2007 at 4:07 PM
    • #7
    Quote from e-freak

    sucks.Seriously. The editor looks like Battlecraft 42 with "Ultra-New-Next-Gen-Shader" and placing Prefabs everythere. Look at the part there Carmack places those stones and bones. It seems it is all texture and seriously - even Half-Life 1 had modelled gibs and didn't need parallax-shaders for a single stone.

    On the other hand I like the idea of painting alot on one surface with different "texture"-Brushes and then have it rendered down to one database but I'm not sure if it works. At the moment it is just "Put a 4096² Plane with plain rock and Decal it to death". And his statement about it would be so easy to create good looking maps with it is the most dumb thing I can think of. Ofcourse you can work easy and fast with it but you don't come around doing good work with photoshop before.

    ..but at least you don't have to worry about blowing your texture memory budget

    After being somewhat left behind by UE3 and well, CE2 I guess as well, it seems ID finally heard the wake up call and managed to take the leap from engines that are optimized for interiors to something that supports large, detailed, open environments.

    As Carmack said - they have also adjusted their company structure to nowadays standards, with a bigger staff and invest a fair share of their time and resources to make the technology attractive to licensees and easier to work with for their own artists and designers.

    I'm not sure if this is THE BIG leap, but I am sure ID is on consumers as well competitors radar again.

    Also interesting: Web browser based Quake, ID games on Steam and no publishing deal for "Rage" has been signed yet.

  • KungFuSquirrel
    • August 5, 2007 at 4:32 PM
    • #8

    Coming from a Radiant background, they've made huge strides with this. Radiant is still there, you can still build brushes and all that, but they've just chosen to weigh more heavily on models a la Unreal than with D3.

    The tools integration into the one editor is really big for them, as it was a big problem in D3 having artists working in one tool and designers in another - a strong feature of Unreal is that everyone works in the editor. That gives everyone a better understanding of how their content relates to the other members of the team.

    I was curious how much they had actually changed; I had heard bits and pieces of information while at Raven but not seen anything and of course haven't been in a position to get that information since coming to Gearbox. Seeing this thing running at the demo yesterday actually surprised me, and it was great to see them addressing a lot of the issues the editor has had in the past.

    I was also impressed to see the megatexture demonstration as he was painting the detail onto the terrain, though I'm still trying to grasp how they're tying models and geometry into this. It's a pretty fantastic setup, though, compared to the usual heightmap/color map blending or vertex painting as seen in Unreal or Source and looked really well integrated into the editor.

    They've got some new features in the pipe, too, like lightmaps (so it'll be a lightmap/dynamic split like Unreal, though probably still heavier on dynamic) and radiosity, so I think you'll start to see some much more impressive and natural looking scenes coming out of this in the near future. Will be interesting to see if they can actually gain some licensing momentum again, as D3 had of course only one licensee that wasn't for an id-owned game.

  • e-freak
    • August 5, 2007 at 4:38 PM
    • #9

    Rage will be up on steam i assume and if I read the signs correctly, rage will, as Dark Messiah did, use Steam-Tech heavily (e.g. Multiplayer-Matching). Maybe I overinterpret the current come-together of id and valve but it would make sense imho.

    Another point that came up during a recent IRC Debat is the question if such a game really needs realtime-softshadows for outdoor-enviroments. There's no dynamic lightsource (at least in the current videos not) - just the sun. A prerendered shadow onto the texture would not do any harm to the graphics and would make the HW-Performence much much better.

  • KungFuSquirrel
    • August 5, 2007 at 4:46 PM
    • #10

    Matt said during the demonstration that all their stuff right now uses the "simple shadowing" (I think he called it) that's the normal dynamic stuff - when they get the lightmapping stuff in, I imagine that's a bit part of what it'll be used for, though I'm curious where they'll store the lightmap data. If it's separate, they might actually take a memory hit by doing that (one nice thing about D3 is you take precisely 0kb texture data on lightmaps, though pay for the shadow calculations and such on the CPU at run-time), but they might be able to (and may well want to) bake it into the texture page for the world itself to keep it in a single pass. That's just level designer speculation, though

    I imagine they'll also support something similar to unreal where you can get both baked and dynamic light/shadows out of single light sources on a per-object basis.

  • Psy
    • August 5, 2007 at 6:43 PM
    • #11

    This and the Crysis Editor really highlight how badly Hammer is ageing.

  • Fletch
    • August 5, 2007 at 7:34 PM
    • #12
    Quote from FrieChamp

    Looks like ID is in da biz again.

    If you look past the fact that their sales have gone steadily down over time and that they are developing Rage without a publisher...

  • st0lve
    • August 5, 2007 at 8:10 PM
    • #13

    I wonder how Rage will play out.

    Is it RPG-ish? (ala Stalker with rallys?) Or is it pure action FPS mixed with racing?

  • ReNo
    • August 5, 2007 at 8:12 PM
    • #14

    I think they said it has adventure elements and is fairly free-form with side missions etc..., but is NOT an RPG.

  • Bl1tz
    • August 5, 2007 at 8:45 PM
    • #15
    Quote from Fletch

    If you look past the fact that their sales have gone steadily down over time and that they are developing Rage without a publisher...

    I don't think development without a publisher is such a terrible thing if you have the means. There are a few really successful companies who can do it (like Pandemic for example)

  • dissonance
    • August 5, 2007 at 8:48 PM
    • #16

    movie won't play and i can't download. anyone have a direct link or a torrent or something? [edit]nevermind, found a mirror[/edit]

    looks awesome. looks fucking awesome. can they turn this into a fun-to-play game, though? i dunno. i've always liked looking at id games more than i've liked playing them, unfortunatly.

    the style looks... new. good. looks like nothing else i've seen before, except maybe... mad max? from the title, though, i thought id was working on a game adaptation of 28 days later. bummer.

  • KungFuSquirrel
    • August 5, 2007 at 9:54 PM
    • #17
    Quote from Fletch

    If you look past the fact that their sales have gone steadily down over time and that they are developing Rage without a publisher...

    You can look at that as a few options a) Activision getting frustrated and dumping id, b) id getting frustrated and dumping Activision, or c) Todd H trying to sweeten the deal for an eventual signing with ATVI.

    I'd be happy to share my own personal theory at work tomorrow, but I won't throw any of that speculation on the internets.

  • FrieChamp
    • August 5, 2007 at 9:58 PM
    • #18
    Quote from Bl1tz

    If you look past the fact that their sales have gone steadily down over time and that they are developing Rage without a publisher...

    I don't think development without a publisher is such a terrible thing if you have the means. There are a few really successful companies who can do it (like Pandemic for example)

    Oh snap - I didn't know Dallas can be so frosty

    I agree with Bl1tz that this is not necessarily a bad sign, it might as well show that they got the funds to take the time to find the right business partner to publish the game, instead of winding up in a deal they might not be happy with later on in development (intellectual property and marketing money are two buzzwords that come to my mind).

    EDIT: Come on KFS, don't leave us hanging here!

  • -HP-
    • August 5, 2007 at 11:17 PM
    • #19

    ahah, i just came to mapcore to post this! xD

    The engine looks superb!

    http://en.wikipedia.org/wiki/Id_Tech_5 :

    The demonstration with which the new game engine was shown had 20 GB of texture data (using a more advanced MegaTexture approach using textures with up to 128000x128000 pixel resolution) and a completely dynamically changeable world.

    WTF!!!!!!!!!!!! omfg, this is next-next-gen, lol!

    ID has always been my Top1 fav gamedev company!

    Guys, just take a look at the editor:

    http://www.gametrailers.com/player/23179.html

  • Evert
    • August 6, 2007 at 12:02 AM
    • #20

    Yes HP it looks good, but what's up with this fanboy like stuff

    The editor looks allright, but real WYSIWYG editors has been around for a lot of time, only hammer that is 10 years behind.

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