John Carmack "not all that excited" by next-gen hardware
gamesindustry.biz
gamesindustry.biz
He made raycasting engines when everyone else was still doing 2D stuff. He made fully 3D games when everyone else was still using raycasting. He built a game engine with completely dynamic lighting, when everyone else was still relying on lightmaps and some cheap hacks.
Arguably Duke Nukem 3D looked better than Quake, but polygonal was the future. Half-Life 2 looked better than Doom 3, but dynamic lighting was the future.
While everyone else keeps iterating current technology (often to astonishing results), Carmack does something new - something that may have a lot of drawbacks initially, but will be the future. I see the same happening in other industries - take Tesla vs. any other automobile industry out there for an example.
I haven't been this excited about a new piece of gaming hardware since I got the N64 for my birthday back in 1996. I'll buy it!
(Of course it's not only Carmack who is doing research in that department. This post isn't so much about praising him, as to praise innovative thinking.)
It just feels like such a shame for the graphics to look bad for want of the ability to ship data to the customer.
Reminds me of the Force Unleashed, which was another game that took up 25gb for no reason whatsoever, when the texture quality and game size were no larger than War for Cybertron that took up 8gb.
It has to be their texture compression in use, but they should figure that out early on! (note, I have no idea what I am talking about).
Their raw data set is much, much larger than what they shipped. Carmack has given out figures like 300gb per level.
In order to cull that down to a game that can fit in 24gb, they had to drop a huge amount of detail. The way they did it was quite interesting as well.
They get telemetry on clients playing the game, and then they build a weighted set of textures at each mip that were actually loaded by real clients. Then they take the highest weighted 24GB of them, and that is what they ship.
It would be nice to get a game on a 4GB DVD and have the rest of the data get pulled down as you're playing. Guild Wars did this. While you're in one zone, the next zone is being downloaded in the background. It would only work for geographical regions which don't have caps on Internet traffic (for example, Americans on Comcast, but not Canadians on Rogers), but it'd be a nice option.
In most modern games, smaller textures are tiled over larger areas, allowing for lots of detail for less memory at the expense of variation. Most do something to mix it up (mixtures of textures, adding random variations), but it ultimately constrains what can be done.
MegaTexture seems to solve the problem of using a single large texture by streaming only the parts needed, but requires much more data on the disk to match the detail level of tiling.
You can't really compare it to skyrim though. Skyrim doesn't use mega texturing (or virtual texturing). It repeats textures all over the place. In rage, there is a huge texture for everything. IIRC, the uncompressed textures performed a total of 1.5TB or something like that, so I would say that they did an awesome job with the compression.
However, I find that the gaming experience peaked with Unreal Tournament. Its been about appearance over substance since (apart from tribes 2).
Stop whinging about the tech and make something fun again!
I don't :(
Actually I was a little disappointed by all the upselling when they made it free to play on Steam.
UT was "buy CD for 20 quid" and then waste 4 years of my life (and many vodka and dominos soaked attendances as Multiplay i-series events in the UK).
TF2 is a weird one. I think it's undoubtedly a 10/10 game, but all the evolution since release has made the experience a bit "bloated", to use a normal software term. It's almost as if the game has had too much support for its own good.
This feedback loop has evolved what was once billed as a "class-based team action game" to, and I quote Valve's official PR, "America's favorite war-themed hat simulator." I'm not kidding.
Sure, there's some cultural stuff that you'll have to get used to (and will become apparent) as you play more, but it's not nearly as much of a commitment as, say, WoW. A newbie (to the game, not to FPSes) can pick it up and play immediately at a fairly decent level. At the same time, there's a rich culture and stories and little things you can discover, if you care enough to spend the time finding them. If not, you can just blow some stuff up and go about your day.
Also, it had the hoverboard, which made VCTF so much more fun. It didn't reintroduce the Ripper, though.
Plus, I'm developing something (long-awaited) for UT99 called NewNet (similar to Lotus's UT2004 UTComp mod) that eliminates all movement lag and simulates zero ping server-side. And at some point I'd love to create something similar to QuakeLive (Quake via the browser, with tons of stats tracking and stuff) for UT99.
For a 13 year old game, it's still more fun than most games out there if you ignore the trolls.
Thanks for keeping it going :)
* Quake was released June 1996
* Quake II was released November 1997
* Unreal was released May 1998
So, the Quake "at that time" is Quake II. Just to clarify :)
"Make something fun" needs no clarification, though. That one needs agreement ;)
Maybe so but almost 10 years later and half-life 2 is still more enjoyable than doom3. Quake1 and quake3 are the only id games that are remembered not only for their tech advancements (and of course, commander keen).
Now if we had had source engine facial and body animations combined with doom3 engine from the beginning (and of course the much better story-writing of hl2): http://www.nofrag.com/2004/nov/24/15016/
I would say that Doom belongs at the top of that list.
Disclaimer: I always disliked dn3D, didn't like the mood of it.
I recently replayed Doom 2 with a couple of friends, and for us this is definitely a legendary game. I have lots of fond memories of Doom 1 as well. While I also spent a lot of time with Duke Nukem 3D, I never found it as enjoyable as Doom. I'd put Doom in the list before Quake.
Wolfenstein 3D should also be there.
Luckily for me, you are the one making the sweeping statement, so I only have to provide a counter-example: I remember Doom and Wolfenstein for the enjoyment they gave me. You are too quick to dismiss them :)
(And just as a matter of factual correction; Doom 1 and 2 both supported four players over IPX)
That game changed my life. It was the most immersive, scariest thing ever. It was 4 players (not 2), and we had endless LANs and modem games. We made maps, there were whole map-making communities, whole BBSes only talking about Doom and Doom 2 and Heretic and other games based on it.. It was the biggest thing ever, even bigger than Quake in many ways because there was a lot fewer similar games at the time. I played through the single player so many times that I can revisit most maps in my mind 15+ years later...
Even the book Masters of Doom is mostly about how that game was created, rather than Quake or other id games that came before or after because Doom truly was the game changer.
But it should also be noted that both these topics are not that important in the gaming industry as they used to be when Carmack started. Graphics have become "good enough" for 3D in 2004 or so, and much earlier for 2D.
The bottlenecks in todays video games are in Artificial Intelligence (for simulations), game mechanics and story telling (which is on a all time low if you ask me).
The latest Game from Carmack I know of, Rage, was just more or less the same as every other "AAA" shooter released within the last 6 years.
It has some dynamic lighting effects, the same way Quake did them (modifying the lightmaps). It could also do projected shadows and self-shadowed objects using shadow maps, but not on world geometry.
I believe that the current source engine has some kind of dynamic lights. Either that, or Portal 2 did a fantastic job of faking them.
Still, that was 2011. Doom 3 came out in 2004, and exclusively used dynamic lighting, without a static lightmap in sight.
Carmack is both very concerned and very knowledgeable about latency in rendering, so it seems likely that he's solved this problem... but I haven't seen it explicitly addressed in anything I've read about his recent work. It might help his advocacy if he explained why this tremendously exciting thing failed last time, and that he's solved it, to overcome the "VR winter".
http://www.pcgamer.com/2012/06/06/john-carmack-is-making-a-v...
http://www.giantbomb.com/e3-2012-john-carmack-interview/17-6...
> Processors can never be fast enough, memory can never be big enough. If you take your favourite device 20 years in to the future and try to convince people that it had been "good enough" to settle down, they'll rightfully laugh in your face.
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Then again, it's a double-edged sword if increasingly advanced ways to bombard you with distraction, or make trash jingoistic war games, come along for the ride.
If he was excited by nextgen consoles, now THAT would be news...
http://query.nytimes.com/gst/fullpage.html?res=9C0DE3DF1E30F... "The Xbox 360 is the first console that I've ever worked with that actually has development tools that are better for games than what we've had on PC" -John Carmack
http://www.ripten.com/2011/08/14/john-carmack-thinks-the-ps3... "His keynote lasted more than 90 minutes and throughout, you could clearly tell that John had become a fan of Microsoft’s Xbox 360 console"
He was also excited about the innovation in the Wii remote controller, and the Wii is what he plays with his kids.
Apparently, VR users do habituate to the effects after a few days, in the same manner as space sickness, but in the intervening period there can be some unpleasantness.
Most people will not spend $500 on a peripheral. You can get some hardcore gamers to do it, but unless the VR gear also includes a wireless headset, you're shit out of luck. So now you're looking at close to $600 bucks a unit. Good luck with that. I'd rather buy a 48 inch TV that I can use when I'm not gaming.
The 60gb PS3 launched for that amount. From what I've read in other articles, Carmack's goggles are 1/10th the cost of comparable units.
When the 3dfx boards came out, they cost something like $500. But it still opened up a big market. I don't see why you are assuming that a wireless headset is necessary and will not be included. Buy a TV if you want, all you've shown is that you are not in the targeted market at this early stage. (Probably because there is no way to provide that kind of hardware at lower cost, particularly without more traction)
Carmack is certainly wealthy enough already, I would assume that his interest in VR headsets is that he is a geek who wants to move the state of the art forward (not too different from the reasons for doing Armadillo Aerospace)
Wireless VR is very important. Getting tangled in cables while you're physically thrashing around sucks. Trust me (owner of original Virtual iGlasses).
The real concern there is the Big Corp will compromise the design just enough to make it uninteresting.