Devilphish
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I don't get it. It looks like metal to me, which it is supposed to be. I don't see where people read plastic into that. Doom3 looks damn impressive to me.
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Of course that comes first urseusurseus said:I think the most important thing to consider here is that i have a really good computer and will be able to run both games smoothly.
Can we all just agree on that....
The_Don said:What I don't get, I why such convincing technology is being used to create a hell-like world. I'm not disputing Doom3, but I don't see why people enjoy the kind of game that it is. Farcry used the technology to create a beautiful world at first, which I found far more enjoyable, but then it went downhill (especially with the cliche storyline).
Just my opinion.
Heh, I bought mine in December specifically for these 2 games. It's been hard waiting. :angry:brink's said:Of course that comes first urseus
How could we forget.
What I don't get, I why such convincing technology is being used to create a hell-like world.
So you think that the Unreal 3 engine won't play on the average pc of the time that it comes out? That's speculationas as far as I can tell, and I'll wait and see I guess. But, thus far the Unreal engine has been quite good and I see no reason to conclude that they will suddenly screw it all up and create an engine that will not run the average gaming pc of its' time. Also, where did you get the idea that "The target of source is to provide support for a large audience. This is the far opposite of what Unreal Engine 3.0 is for." Do you have a quote of them saying exactly that, or even words to that effect? Bear in mind that the creators of the Unreal engine have had numerous very successfull games for many platforms created on their engines... Splinter Cell, Raven Shield, and Thief 3 among many others come to mind? And that IS what they design it for.EVIL said:All in all, I think Devilphish has made one big mistake... and that is assuming that the gaming audience all have high end Graphic cards. You should be pretty stupid to buy a high end card in the same year of its release.
The target of source is to provide support for a large audience. This is the far opposite of what Unreal Engine 3.0 is for. The only thing they have decided is that they want to make an engine that will create graphics for high end graphical card users in 2006.
Only a few game developers create games for that audience and therefore I believe that Source will be more used then UE3.0 because developers still have to work for an audience that consists most out of gamers with low and medium end graphical cards.
Plus things like story, game play and interactivity overrule the demand for pretty graphics.. Maybe 2 years ago the gaming community was screaming for high-end graphics, but not any more and defiantly not in the future as things like interactive worlds, game play and originality will be the highest demand.
Hey, isn't that Carmack quote from the Legacy vid? I'll have to dig that out and watch it.Devilphish said:The reason they are doing a Doom remake is because they felt the technology was ideal for a horror game. Carmack said that Doom3 is what he wanted the old Doom to be, but the technology wasn't there. So now he is revisiting it to create the game he wanted to create back then. I think they had a new multiplayer franchise on the table before they decided to go with Doom3. I believe it's the same MP title Nerve software is now producing with the Doom3 engine. It's supposed to be something drastically different than id's other MP games, something like a MMORPG. Don't know much about it. I can't wait until we get more info on these other games in the works with the Doom3 engine.
DX8 will still be average in 2006 and UE3.0 simply doesnt support DX8billbo said:So you think that the Unreal 3 engine won't play on the average pc of the time that it comes out? That's speculationas as far as I can tell, and I'll wait and see I guess. But, thus far the Unreal engine has been quite good and I see no reason to conclude that they will suddenly screw it all up and create an engine that will not run the average gaming pc of its' time. Also, where did you get the idea that "The target of source is to provide support for a large audience. This is the far opposite of what Unreal Engine 3.0 is for." Do you have a quote of them saying exactly that, or even words to that effect? Bear in mind that the creators of the Unreal engine have had numerous very successfull games for many platforms created on their engines... Splinter Cell, Raven Shield, and Thief 3 among many others come to mind? And that IS what they design it for.
The_Don said:What I don't get, I why such convincing technology is being used to create a hell-like world. I'm not disputing Doom3, but I don't see why people enjoy the kind of game that it is. Farcry used the technology to create a beautiful world at first, which I found far more enjoyable, but then it went downhill (especially with the cliche storyline).
Just my opinion.
Devilphish said:No, I'm not. He worded it so that it sounded like he was talking about a unified lighting system being added to hl2 through Steam, which will never happen. They may update Source with a unified lighting system(we don't know), but never hl2. He used the words "through Steam", so it sounds like thats what he meant.
Devilphish said:This doesn't seem to have anything to do with what we are talking about. I'm sure Valve can update Source with a unified lighting system if they wanted to. But it isn't updated RIGHT NOW. If you are liscensing a engine for a game in 2006/2007, you are liscensing the engine RIGHT NOW. Lightmaps will be obsolete and dead in 2006/2007, so who would you chose a lightmap based engine when there are other engines which will look killer in 2006/2007 with no or little updating. This is why I don't think Source wil lbe used very much, because there is absolutely no incentive for anyone to liscense the engine now for a game coming out in 2006/2007.
Devilphish said:No. They are showing it now because right now is the time developers need to liscense the tech if they are developing a game for the 2006/2007 timeframe. The engine is designed to run on hardware at that time, so they are pushing it to be liscensed by games that will come out at that time. because of that, Source and UE3 is on the same level in the eyes of a developer. You people say they are not comparable, you are wrong. A developer looking to liscense and engine for the 2006/2007 timeframe has to look at the conditions of the engines right now and what they will have to change to get it up-to-date for the projected release date. Source needs too much work it get it at UE3 level, and they have no incentive to use Source. Thats all I'm saying.
Devilphish said:There is no reason to believe Source is more flexible than the UE3 or Doom3 tech. Cheaper by a couple hundred thousand is a small matter for a high budget title. These games cost tens of millions to develope. Doom3 is the most pricey of them all, yet it is liscensed more than the other engines already(that we know of, and you can be sure there are some Doom3 liscenses we don't know of as well). It's priced high for a reason, it will be in high demand in the coming years because it's a damn fine engine.
Devilphish said:Quake3 and Unreal engines use similar lighting techniques, unlike the debate at hand where one engine(Source) is using a technique that in 2 years time will be obsolete. Besides that, Quake3 has dominated for so long for a good reason. It was built to. Carmack makes lasting technology, and he has again with Doom3. He says Doom3 tech will dominate for the next 5 years, I believe him.
Devilphish said:The argument here is that Source is no competition for other engines right now. Wether it will be updated to match other engines is not known, but developers liscensing engines for games in the 2006/2007 timeframe are liscensing engines RIGHT NOW and RIGHT NOW Source is too far behind for there to be any incentive to liscense it.
Devilphish said:Again, I'm not bringing the games into the argument. I'm just speculating on which engines will be the proper choice for future games, and Source engine doesn't stack up in it's current form. hl2 looks fine, but it wouldn't look fine if it was coming out late 2006. Thats the whole point.
Rupertvdb said:Doom 3 could well be cursed by the same, on top of that it only seems capable of similar mods to the main game if any are made at all. It strikes me that an engine using real time shadows and all kinds of trickery it is introducing shall not allow for a diverse set of modifications, simple technology curve issues cripple it. If you want to do anythign except for a clone of the main game you could probably find a better engine, Source being the obviosu one as it is the most malleable and easy to edit out there.
Sorry if post is jagged, i woke up just now and meant to just check for news.
Rupertvdb said:Far Cry was incredible because of the way it handled the environment, the outside scenic and gorgeous level design really made the game look amzing, i wasn't at all bothered by the cartoony thing. However, what has made it lose potential in my eyes is the replay value which is very low, i tried learning the sandbox editor's intricacies and it completely turned me off. Poor support for the community and when maps are produced they all basically consisted of something using the physics and terrible scripting.
Doom 3 could well be cursed by the same, on top of that it only seems capable of similar mods to the main game if any are made at all. It strikes me that an engine using real time shadows and all kinds of trickery it is introducing shall not allow for a diverse set of modifications, simple technology curve issues cripple it. If you want to do anythign except for a clone of the main game you could probably find a better engine, Source being the obviosu one as it is the most malleable and easy to edit out there.
Sorry if post is jagged, i woke up just now and meant to just check for news.
Fenric said:Wasn't there that short film done by Carmacks wife or someone, looked about as different from Doom as it could, but used the same DIII engine
^Ben said:Yeh nice one devilphish way to completly sidestep what i said and only reply to one little bit. Just for emphasis here it is again!
Because it runs great on older hardware is hella flexible in what you want game the developer would want to create. And apart from the lighting technologies used which would honestly would not take more then probably half a year to a year to implement. It can do everything the UE3.0 engine can do.
Shaders? Check!
Displacment Mapping? Well it's just a shader so that's a check!
HDR? Check!
All those pretty effects in the UE3.0 techdemo vid? Shaders again Check!
As it stands at the moment better phys engine implementation then UE3.0 Check!
Large Terrains? Check!
Vehciles? Check!
Tools? Check!
Better performance on past hardware? Check!
Xbox 1 support? Check!
And a whole bunch of other things? Check!
And probably the most important aspect that a developer would consider. Is the engine complete? Check!
All games that have used a unified lighting system have mainly been indoors afairs with tricks for when they go outside. Because the power it takes when the player goes outside is tremendous on the cpu and GPU.
Oh and heres one for you. Only 2 titles have been announced. Does not mean there are only 2 companys using it.
what!? said:By 2006 everyone will have a DX9 video card.
Styloid said:Alright, I've offended people. I'd better pull out of this one.
It's just that I've been here on this board so long and have heard everything that Devilphish is saying from... other forum members of the past... over and over again so I didn't really feel like arguing the same points as I have done so in the past. I was lazy did not argue specifically to the point and that should not be acceptable.
Now I would like to graciously ask (no sarcasm, I mean it), what is your point Devilphish? What have I been missing in your posts so far? Why would Source no be a viable option as opposed to other engines in the past or the future?
Rupertvdb said:Far Cry was incredible because of the way it handled the environment, the outside scenic and gorgeous level design really made the game look amzing, i wasn't at all bothered by the cartoony thing. However, what has made it lose potential in my eyes is the replay value which is very low, i tried learning the sandbox editor's intricacies and it completely turned me off. Poor support for the community and when maps are produced they all basically consisted of something using the physics and terrible scripting.
Doom 3 could well be cursed by the same, on top of that it only seems capable of similar mods to the main game if any are made at all. It strikes me that an engine using real time shadows and all kinds of trickery it is introducing shall not allow for a diverse set of modifications, simple technology curve issues cripple it. If you want to do anythign except for a clone of the main game you could probably find a better engine, Source being the obviosu one as it is the most malleable and easy to edit out there.
Sorry if post is jagged, i woke up just now and meant to just check for news.
Fenric said:Wasn't there that short film done by Carmacks wife or someone, looked about as different from Doom as it could, but used the same DIII engine
Neutrino said:Of course we don't know until it is released, but I see no reason why D3 mods would have to be similar to the original game at all. The style of a mod merely depends upon artwork like levels, textures, models, particle effects, etc. There's no reason you can't completely change all these. Heck you could just create all cell shaded textures and create a cartoon mod. I just don't see the limitation your talking about.
Rupertvdb said:The limitation i see is related to the demands placed upon the computers that run the game chosen specifically by the debeloper. In D3's case it relates to the lighting thrust. With complete real time shadows and a huge slant towards lighting accuracy, large out door environments with lots of models shall be difficult to produce. Sure you could totally revamp the engine as you suggest but i would presume that there are easier engines to modfiy for different purposes.
Basically i assume that by creating a game that uses such cpu intensive effects as D3 then you have automatically cut out large sections of possibility for future mods. Add to this lack of things like vehicles and the style of model creation (focusing on layered textures with normal mapping or something) and you'll find people shall want to mod for other engines more suitable for a variety of effects.
I think in this case the Source engine provides the best results.
Neutrino said:Hmm, I would tend to disagree with that, but we'll just have to see what happens when the game comes out and people start messing with the engine. Until then it's just so much speculation really.