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Posts by cnflkt

  • id's new game / engine

    • cnflkt
    • June 13, 2007 at 1:59 AM
    Quote from Psycho

    Wait a minute. I thought this was the Doom 3 engine but with "Mega Texture" support developed by the Quake Wars Team.It's not a new engine is it? D:

    The mega texture was in doom3, but i don't know what form. Id & SD (i assume) have both worked extended and utilised this for QW:ET.

    I think was we are see in Id tech5 is an evolution of the mega texture tech

    since mega texture in this generation is only for terrain, im assume if _all_ textures in the demo are unique then surely this is a major revision on the current tech.

    I think one of the key features missed is that this demo uses the equivalent of 20gb of textures (although doesn't really show it), so reading into that the new tech (imo) is very impressive, in terms of memory utilisation.

  • id's new game / engine

    • cnflkt
    • June 13, 2007 at 1:48 AM
    Quote from Fletch

    Woooo another Carmack engine that won't run on consoles!! GJ mate. Keep tanking id.

    woo, this is odd considering their main target platform is the 360...then also with ps3, mac and ofc PC

    hmmm really dunno why i bothered to answer this O_o

  • id's new game / engine

    • cnflkt
    • June 12, 2007 at 3:55 AM

    http://www.gametrailers.com/gamepage.php?id=4440

    remember people this is merely a Tech demo not ids next IP

    the whole 20gb of textures thing is the evolution of the doom3 / QW:ET mega texture technology for terrains.

    doesn't look spectacular but imo, but this isn't direct media and if it's true it was made in 11 or so days then i suppose it is somewhat spectacular.

    It's gonna be interesting to how the texturing tech works.

    I surprised i didn't realised this sometime ago, since JC was rambling about seamless and unique texturing at one of his QC keynotes a couple of years ago.

    One thing this has certainly sparked is a debate about vista and dx10, is it all that? they is obviously opengl and are hitting a good number of major platforms.

  • hl2 map scale

    • cnflkt
    • May 19, 2007 at 4:17 PM

    The tessellation is related to texture size and scale iirc. this is true for both goldsrc and source.

    Something apparently inherent with source engines. O_o

    I suppose generally it's a good thing for culling, probably the only reasoning behind it.

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