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Heh.... unfortunately it seems to be a pretty common behaviour....ElFuhrer said:It's funny, Psuedonym only seems to come around when Doom 3 is being discussed. Similar behavior to a certain obnoxious troll we all remember.
I wouldn't say any technology that old (from what I have seen, nothing in Doom3 is actually new) is "revolutionary" no matter how good it looks. iD's Unified Lighting Architecture is not revolutionary. It is a small step from the standard of sparsely used stencil shadows and bump/normal maps toward the general direction of realistic lighting (except that it doesn't look any more realistic... just a bit more dynamic). If someone were to say "I like buttered toast... but there's not enough butter" and put a whole stick of butter on one piece of toast it would not be a revolutionary idea (using more of something is not a revolutionary idea). If iD didn't do it someone else would have done it... like the open source engines that were doing something similar (though not making a full-fledged game out of it) before anyone knew it would be in Doom 3.Pseudonym_ said:Revolutionary means "bringing about a major or fundamental change". What is so new about D³ is the unified lighting system. Every surface is treated the same, and casts shadows on every other surface. This is indeed a major and fundamental change in how RT games are rendered, and therefore the D³ engine is revolutionary gaming technology. There is nothing revolutionary about hl2 because its the same old technology with small additions and improvements. The technique hl2 uses for rendering "dynamic" shadows has been used for quite a while now, as has using a mixture of static lighting maps and projected shadow maps. In this age of gaming technology, with games such as DeusEx:IW, Doom³, and Thief3, the projected shadow maps used in hl2 is a very primitive technique for creating "dynamic" shadows, and I doubt we will see any more use of this technique in the future.
What Carmack is doing with the new D³ engine is creating a rendering system that acts more like it should. The D³ engine has hard edged shadows and what not, but this is just the first generation of this new technology. What is important is that the lighting acts like it should, and that we start moving away from static light maps. The technology will be added to just like gaming technology always has been, but it is vital to the progression of graphics that we lay down the groundwork now so that we can start improving upon it. That is why the D³ technology is revolutionary, because it throws out the old technology and sparks the age where graphics can reach a much higher level of integrity and consistancy than they ever would have if we remained on the path we are now, just adding small hacks to the same old static and inconsistant methods of lgihting we used in the past.
OCybrManO said:A revolutionary change in games would be something like:
* Lighting that realistically simulates all aspects of light including caustics, wave characteristics, and light bounced off objects in turn lighting other objects (that's something I want to see in a game... because it really helps in 3D renders)
* A game that relies heavily on advanced fluid dynamics (not just simple bouyancy calculations like HL2)
... etc.
OCybrManO said:I wouldn't say any technology that old (from what I have seen, nothing in Doom3 is actually new) is "revolutionary" no matter how good it looks. iD's Unified Lighting Architecture is not revolutionary. It is a small step from the standard of sparsely used stencil shadows and bump/normal maps toward the general direction of realistic lighting (except that it doesn't look any more realistic... just a bit more dynamic). If someone were to say "I like buttered toast... but there's not enough butter" and put a whole stick of butter on one piece of toast it would not be a revolutionary idea (using more of something is not a revolutionary idea). If iD didn't do it someone else would have done it... like the open source engines that were doing something similar (though not making a full-fledged game out of it) before anyone knew it would be in Doom 3.
A revolutionary change in games would be something like:
* Totally unscripted AI that learns everything it knows, yet still makes for a compelling singleplayer experience
* Lighting that realistically simulates all aspects of light including caustics, wave characteristics, and light bounced off objects in turn lighting other objects (that's something I want to see in a game... because it really helps in 3D renders)
* A game that relies heavily on advanced fluid dynamics (not just simple bouyancy calculations like HL2)
... etc.
vann7 said:ARe you ready ,to wait the time for games to do that? something like ~20 years!! because realisitc fluids and water with caustics in needs nothing less than Photonmapping in realtime . and water consists of billions of particles all interacting with each other with light.. mm.. how about 50 years?..
PvtRyan said:Photon mapping can be done realtime.
http://graphics.stanford.edu/papers/photongfx/
The divx video is quite impressive, all rendered on a 5800 Ultra.
Pseudonym_ said:Your right, it's the end result that matters to people. Not technical details.
Just look. No one here with any reason left in him could look at this and tell me it is not the most graphically advanced piece of software in gaming.......
However given ID's track record for bland SP gameplay
All this lighting talk does mean shit if the engine simply doesn't support/provide other developers with a versatile enough platform upon which to build their games. If I'm a developer when I'm about to fork out a $million+ for an engine I'm going to be looking for the engine that offers me the greatest scope and potential for securing an audience as well as driving my product. I look at D³ and to my mind it just looks like it is going to be prohibitive on both fronts.
Lip synch and online play....
and it doesn't look sily in hl2....)
You make claims on things you don't really know about as well. Such as bloodlines being the only game lisenced to source.
You say that the source can't do anything beter. Yet how do you know?
Source could easily outdo DOOM3s engine in terms of netcode. I have read that the whole engine is geared towards online play. That has to count for something.....
I bet they are small in comparison to HL2s, right?
Because if they are whats to say that HL2s source couldn't achieve the same level of detail on the smaller sized enviroments?
marksmanHL2 :) said:Nice post PvtRyan but you put nurms instead of nurbs
And yeah Pseudonym_ i agree, the point is that this is all really speculation in a way. Oh and I know its the more advanced engine. No denying that really....
Meh, I am gona go now, I feel ill and i am tired. I need a shower an all.....
NURMS is a modeling way
It's on the fly subdeviding, smoothening out a model when needed.
NURBS will be converted to triangles in the game anyway, so that would make no difference
OCybrManO said:It is harder to make a non-unified lighting system that uses a lot of hacks to cut corners as much as possible without affecting the visual quality than it is to go the easy way and make everything act the same whether or not it needs to be the same (come on... give Valve a break on the graphics... it's only their second game and their first new engine). The reason people make the extra effort to cut corners is to put that excess processing power to better use. Why do developers make engines that require you to compile your map ahead of time? Precalculating static lighting, removing things that will never be seen, and other optimizations help the game run faster. Any professional game programmer (or team) worth his salary could have made an engine with the same features as Doom 3. The engine is like a brute force approach to graphics. It may look good in the screenshots/videos but it sure is a CPU/GPU hog if you want it to look like the screenshots even at lower resolutions on anything but a top-of-the line computer (and still get a playable framerate). I've heard that the low-end people have to turn off the fancy shadows and possibly the normal mapping to make it playable. That's the entire game! I hope that's not what they are using to call it scalable. I don't know... we'll see when we get our hands on the full version.
What's the revolutionary part? Doing something that most other people have been avoiding because they don't need it is not a fundnamental change in the way games will be made. It's called "using what you need to do the job right". It's just another evolutionary step (albeit, a very pretty one) in video game graphics. If we were to jump from entirely static lighting to Doom3 lighting I would call that a revolutionary step... but we went from "moving things have dynamic shadows" to "all things have dynamic shadows". The engine brings nothing to the table that hasn't been done before (fully dynamic shadows, skipping the compiler, normal maps, etc)... except maybe tight code (John Carmack is very efficient) and having all of those features in one game that actually uses them effectively. It's not quite revolutionary, but it is very impressive.
Anyway, it's the artists that make the game look great... not the features. It doesn't matter how "advanced" the engine is if the talent behind the art is... well, talentless. If you don't have modelers that are great with high-poly modeling and normal mapping your Doom3 mod will look like shit. Most of Doom 3's appeal comes from the normal mapping. If you take that away it's just average. If you can't use that feature you should go to another engine (unless you need dynamic lighting at all costs).
Why do you assume Doom 3 has great netcode and HL2's is crap? iD's latest games had shitty netcode compared to Half-Life. iD is not known for their netcode.
EDIT: Yeah, I don't think Bloodlines looks all that impessive, either. Vampire games should be done on an engine with proper lighting for dark environments... like... oh what's that game... you know... the one with all the dynamic lighting.
harrys said:IF you don't see the difference you obviously don't know shit about 3d game engines. DOOM3 engine is revolutionary because it uses realtime unifiied lighting meaning you don't have to pre-compile lights. Show me a game which does unified lighting. Dynamic lighting and shadows are totally are done in previous games(even quake 2 had it) but they are not done in truely dynamic way.
And also do some research before makiing dubious claims, most of Quake based games have very good netcode.
PvtRyan said:I've seen many examples of graphics students who made Doom 3 like engines, even some that seem to surpass it if given enough time.
And games like Deus Ex 2 and Thief 3 approach Doom 3 pretty nicely (not anywhere near the same gfx though) but Doom 3 is just that and more of the same. No revolution, a revolution would be if you totally changed the way games are rendered, which it doesn't.
Pseudonym_ said:id has always been about simple, fast, fun gameplay. But with Doom³ they are taking a new approach. For the first time they are making a SP game that is story driven and is meant to induce emotions(mostly fear). You make it sound as if they have been trying to do this all along but have failed, therefore we should not be optimistic about Doom³. Thats just not true. They have never tried to make this kind of game before, because they were always focusing on a more simplistic gameplay that you could just jump right into and have a blast.
Styloid said:I wouldn't say that Doom3 is revolutionary because calculating lighting in real-time has been done before and *could* have been done in a professional game by any other company with a big enough reputation and selling power to sell something that will barely run on most casual gamers' (crappy) computers and also takes away popular elements in games (like large environments, large amount of enemies, large multiplayer, etc). I've brought up the example before but Chaser's CloakNT engine could do real-time lighting but had to opt out of it because of the high systme requirements. It's good that someone has the guts to do it but it's not like they're somehow 'enlightened' and have somehow brought this brand new technology to earth...
Kadayi Polokov said:D³ has the same postage stamp sized 'plot' as D¹, D²,Q¹ and Q². There are rooms, there are monsters (without rhyme or reason) you shoot them, or they eat you. Please don't try and convince us there are diamonds where there is only dust. ID make very good FPS engines, but that is all they make, FPS engines.
I agree though I think we should give D3 a chance free of preconception when it comes out.Kadayi Polokov said:D³ has the same postage stamp sized 'plot' as D¹, D²,Q¹ and Q². There are rooms, there are monsters (without rhyme or reason) you shoot them, or they eat you. Please don't try and convince us there are diamonds where there is only dust. ID make very good FPS engines, but that is all they make, FPS engines.
Zoorado said:You are obviously prejudiced against id. Tell us only after you've played DOOM 3.