aevirex Posted June 11, 2007 Report Posted June 11, 2007 woot! Images first: Here is the Press release from id and a report from WWDC. Technically I'm not totally convinced YET (!)*, but imagine an rpg like game with such a setting. Oh my god... (I really love the style). *Although something caught my attention, there are softshadows in the pictures. Even if they are prerendered like in UE3 I think it is better than the hard edged stencil shadows (prerendered shadows might give them performance they can reinvest in materials or something else (Mega Texture )). Quote
NykO18 Posted June 11, 2007 Report Posted June 11, 2007 This is new technology : "Super Mega Texture". 20 GB unique textures for the whole level. Quote
DelaZ Posted June 11, 2007 Report Posted June 11, 2007 http://www.engadget.com/photos/wwdc-key ... ry/272141/ Bigger images Quote
Evert Posted June 11, 2007 Report Posted June 11, 2007 Sure is bad screens, but I wonder where those 20gb of textures are used. Looks VERY low res on some places, like the road compared to the debris on it. Also, where is the geometry on those rocks? Quote
KungFuSquirrel Posted June 11, 2007 Report Posted June 11, 2007 Sure is bad screens, but I wonder where those 20gb of textures are used. Looks VERY low res on some places, like the road compared to the debris on it. Uniquely texturing everything. Imagine the memory you'd need to put a unique texture on every face in just a HL1 level, not counting the numerous passes on textures today. Quote
FMPONE Posted June 11, 2007 Report Posted June 11, 2007 I'm not really that impressed tbqh, perhaps its just the uninspired scenes, but everything looks washed out and stale. Quote
NykO18 Posted June 11, 2007 Report Posted June 11, 2007 Showcasing a highly detailed environment set in desert valley--presumably a race track given the banners, flags, spectator, and vehicle--the demonstration of the new engine was said to use over 20GB of unique textures. "[Artists and developers] can go in and look at the world and, say, change the color of the mountaintop, or carve their name into the rock," said Carmack (thanks Engadget). "They can change as much as they want on surfaces with no impact on the game." According to MacRumors, Carmack also noted the demo was completed in only 10 days. http://www.shacknews.com/onearticle.x/47360 Quote
Method Posted June 12, 2007 Report Posted June 12, 2007 Shaky cam on YouTube: Hopefully higher res video will be available soon. -Method Quote
cnflkt Posted June 12, 2007 Report Posted June 12, 2007 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. Quote
Grinwhrl Posted June 12, 2007 Report Posted June 12, 2007 Looks amazing from the video Looks like a CG game, if it were a game that is. Quote
FrieChamp Posted June 12, 2007 Report Posted June 12, 2007 Hm not impressed...looks good, but it doesnt seem to be the big leap forward or cause such a big stir like the doom 3 engine did back then for instance. Quote
⌐■_■ Posted June 12, 2007 Report Posted June 12, 2007 Sorry but the in-house engine looks far better IMO. Quote
Psy Posted June 12, 2007 Report Posted June 12, 2007 ^ Lawl. I would just like to point out how blurry and muddy the textures look. Quote
Evert Posted June 12, 2007 Report Posted June 12, 2007 Sure is bad screens, but I wonder where those 20gb of textures are used. Looks VERY low res on some places, like the road compared to the debris on it. Uniquely texturing everything. Imagine the memory you'd need to put a unique texture on every face in just a HL1 level, not counting the numerous passes on textures today. Yes I understand that, what I meant is that it will still limit the actual resolution, like on that track. Quality, not quantity The video was a lot more impressive though, and the overall look is very nice. Quote
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