The Polygons of Doom: PSX
fabiensanglard.net
fabiensanglard.net
https://www.youtube.com/watch?v=umZg7RFVm-A
Gameplay-wise though it was missing someting.
PlayStation Doom had fewer framerate issues than most console Doom ports, and some nice extras (colored lighting). It preserved the aspects of the engine that Carmack valued most: subpixel correctness, perspective correct texture mapping, and diminished lighting.
I would actually argue the inverse. There are many articles that are still very relevant, some just don’t realize it since modern engines abstract the logic away. But there are some developers that work in engines that still need that knowledge. BSPs, VFSes, raytracing, 2d blitting techniques, 3D mathematics, etc are all still very useful.
This is one of the reasons I’m so glad these archives have stayed online for so long.
> I would rather cut down to the essentials and fit on a cartridge than uselessly bulk up on a CD. I have a minimalist sense of aesthetics in game design.
It's kind of surprising to see John Carmack have what amounts to a "640k ought to be enough for everyone" moment here. As a guy that I see as somewhat of a futurist, developing on the edge of technology, it seems strange to see him be so dismissive to the potential of the massive storage space of CDs at the time.
It's in line with similar other comments he's made, e.g. "Story in a game is like story in a porn movie. It's expected to be there, but it's not important."
It's not so much that he didn't think CDs brought advantages and new options to games, but that the aspects of games that they were commonly used for were, at that time, unappealing to the kinds of games he liked to play and make.
I think he was absolutely right and it is impressive that he didn't get distracted from the what made video games desirable just because there were new possibilities.
Sure you had all that raw storage but remember, the 3DO and PlayStation had just 2MB of main memory and 1MB of video RAM. So although the developers had a ton of space, there wasn't much they could reasonably do with it game asset wise. But media streaming from the disc was doable so that enabled high quality prerecorded sound tracks as well as video cut-scenes. Video cut scenes were always a bit painful or needless filler but some of the recorded sound tracks on CD games were really nice to have (Sonic CD is a good example IMO.)
And this is a good quality for developers generally speaking and game developers especially. It's easy for a game to get away from a principled result and just throw in even more smoke and mirrors because the justifications come so easily: "It's just a game", "nobody will notice" etc. And that is exactly the kind of justification that crept in with CD-driven game design that focused only on quantity of bits used. A lot of what filled the CD in 90's games was bad cinema and bad pre-rendered CGI.
The same way that online updating/patching is inherently superior to master-copy, but it also generates a culture of poor QA if you're not specifically fighting it.
Or another way: now that we have 1TB HDDs, game data is actually becoming 10% logic, and 90% assets -- namely cutscenes and voice acting and etc. The problem Carmack was complaining about has only intensified since.
A man who's engineer enough to design an audio chip, and also advocating for entering the market to Sony? Sunny world of bright opportunities.
They know how to do hardware now, but software? cries in Sony Alpha firmware