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yup.. its a new update from carmack.. good googling skills :)

its not googling skills mr karoo, its the source of Mr keyofx's article, and now i caught karoo red handed for copy and pasting user articles :console: .

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its not googling skills mr karoo, its the source of Mr keyofx's article, and now i caught karoo red handed for copy and pasting user articles :console: .

 

huh what? carmack said that in the same article. it means the ps3 version will end up with 60fps too.

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huh what? carmack said that in the same article. it means the ps3 version will end up with 60fps too.

Why are u surprised about this, its the same with every multiplatform title these days. Just u try palying FEAR2 on the ps3 ?? , that game is almost unplayable on the PS3. The demo itself was a sham.

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Why are u surprised about this, its the same with every multiplatform title these days. Just u try palying FEAR2 on the ps3 ?? , that game is almost unplayable on the PS3. The demo itself was a sham.

 

 

dm4 = 8gb

fallout 3= 8b

gta 4 = 8gb

 

This is on the blu ray disk. same as the 360 one, talk about not using the potential. yeah fear 2 graphics was lame but managed to beat it on hard not bothering with online though..

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This is on the blu ray disk. same as the 360 one, talk about not using the potential.

 

potential??

im quoting one of them users who made this comment

 

PS3's just a hostile environment for devs. The API is not only foreign for Win32 developers, it's awful in it's own right, not to mention terribly documented. OpenGL is a dog. The CPU is designed around 6 really lightweight cores plus 1 decent core being used in tandem, which is retarded since every programming paradigm today is designed around running everything on one big core, -barely- extending to 2 or 4.

 

With PS3, the result is that, instead of focusing on their algorithms, programmers are spending trying to work around the flaws of the system. This is not how a good platform should work!

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potential??

im quoting one of them users who made this comment

 

Ok but ps3 has more quality games than the 360. Ya i know what your reply is going to be so don't bother.

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PS3's just a hostile environment for devs. The API is not only foreign for Win32 developers, it's awful in it's own right, not to mention terribly documented. OpenGL is a dog. The CPU is designed around 6 really lightweight cores plus 1 decent core being used in tandem, which is retarded since every programming paradigm today is designed around running everything on one big core, -barely- extending to 2 or 4.

 

With PS3, the result is that, instead of focusing on their algorithms, programmers are spending trying to work around the flaws of the system. This is not how a good platform should work!

those are some valid points .. it may appear gibberish to the ppl with non-programming background but shantz and some others may understand it .. some the parts were true for ps2 also but its success as a console forced the devs to learn it .These days they have the option to develop for 360 .. copy paste for pc and port it to ps3 ..

and no one is bothering to go and code to the metal as they know all their hard work will be for nothing when 4-5 year later sony chucks the current progamming model and they will have to start from scratch.But that wont be the same for microsoft.

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+ f**kin 1

all i'm hearin bout this game is DVD sh*t...bluray that

ps3 that 360 this.....what the f**k are they trying to proove....

 

making the fanboys fight each other....

 

RAGE my a*s....games like gears,MGS4,uncharted have been doing all kinds of kick a*s things

why is this one so special :majesty:

here are some reasons :

1. the more the better

2. its been long since carmack was this deeply involved with a game

3. Its by id....... its a developing company that with every game revolutionized FPS genre .........(yeah with DOOM 3 too).

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details from edge without the fanboy bullshit\

 

First of all it's very clear that when talking about the '20-30 fps' PS3 version, they're talking about the current state of development. Here's some other insights on the current status - the PC version has 'heavy screen tearing', and the in the 360 version 'textures on many surfaces flick visibly between resolutions'. All these things were mentioned together in the article alongside the PS3 framerate as an illustration of where development stands currently across the platforms. Anyone who takes this to be a comment on the expected outcome of the games needs some very basic lessons in comprehension.

 

Also, the comment from Carmack about "The work remaining is getting it locked so there's never a dropped frame or a tear" was in response to the observation about the tearing in the PC version, not a comment meant to reassure about the PS3 version or about locking the PS3 version at 30fps as some took it to mean.

 

If anyone wants additional tech tidbits from the preview:

 

- the mac version 'is a first class citizen' in development; two of the programmers use it as their main development system (Willits & Duffy)

 

- Single textures range up to 128000x128000, weighing in at 120GB each uncompressed. The game currently weighs in at 'probably a couple of terabytes' according to Carmack.

 

- The sweet spot would be 1 50GB Blu-ray and 4 8.5GB DVDs, and Doom 4 may wind up as that, but that wasn't indicating what Rage will ship on as reported by CV&G. Just the 'ideal'.

 

- Every version starts with the same base data and then is compressed to suit each host's medium in a process that takes a couple of days.

 

- Carmack says they have the 'option' of providing a higher quality dataset with less compression for PS3 if they don't mind doing that process seperately for PS3. Similarly they could do a 'super platinum' PC edition with an 'incredibly rich' dataset if someone doesn't mind assigning 60+ GB for it.

 

- A lot of id Tech 5's lighting effects are prebaked into the textures. It doesn't handle global dynamic lighting. Edge notes differences between the dynamic lighting and shadows of the say the torch in a NPC's hand, and the subtler higher quality shadows thrown by static objects in the scene, and the irony of the departure from the 'no smoke and mirrors' approach of the Doom3 engine. They don't see it as an issue for Rage itself, but they point out that it might make it a less easy fit for other developers.

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and some shots

 

Quakecon next week, hopefully we'll get more details and possibly some gameplay footage

 

 

:surprise: :surprise:

 

 

 

:wOOtjumpy:

 

But the comment about the dynamic lighting and shadows is true. Doom 3 didn't have soft shadows and even here only the static shadows look good. The character's lighting and shadow in the pic above is noticeably inferior compared to rest of the environment. Hope they're able to improve this along the way.

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. Doom 3 didn't have soft shadows and even here only the static shadows look good.

 

Doom 3 had stencil shadows which are more heavy than Shadow maps, but they are more perfect.

I some cases they are a bit too perfect...but in terms of quality stencil shadows even though an old tech is sharper.

 

Here its not even static shadows...but just baked shadows or drawn into the textures. [This automatically means no Day/Night Cycles], but the character shadows are real time shadowmaps. Personally I think that Texture quality is the only place where this game will kill,eat & sh*t over every other tittle....but in other places I think it wont.

being a 60FPS game some technical compromises has to be made when compared to a 30FPS game.

 

 

128000x128000 texture size - what was he thinking?

 

In other games u have a few hundred textures of varying resolution from low to normal to high reso [256*256/512*512/ 1024*1024/2056*2056] repeated throughout the game...in id Tech 5 its just 1 big textures used for everything. The game is like a hand drawn painting in 3-D. Mega Texture basically just eliminates the need of having higher amount of memory for high reso textures, but since its just 1 textures they get problems with Filtering the textures [ie. AF] to solve this they have to "manually" filter the textures & load mip maps in this game rather than relying on the conventional technique. They also have stated that 4*AF is the max they can do [donno if they are saying max possible for this game be it any platform or just for the consoles]

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