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#26 |
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Senior Member
Join Date: Sep 2008
Posts: 1,937
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Nice tune. I'd like to hear your take on Stickerbrush Symphony. I think it's probably the best tune on the DK Country 2 OST. (and it even sounds fantastic straight out of a SNES)
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#27 | |
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Senior Member
Join Date: Apr 2007
Posts: 1,742
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Quote:
I only played the original DKC on the SNES before moving to PC. Thanks for sharing, Sigfried1977, I am thinking about trying to add my own flavour to it, someday. I listened to the song in the original SNES sound, and it sent chills down my spine. What a lovely melody. On a different note, I still have Final Doom from the very late 90s -I kept it in the box of a Diablo 2 Battlechest bundle-, Ultimate Doom and Doom 2. I love listening to the MIDI music of the originals using great soundfonts, especially if you add some mods to play the game in true 3D. It runs so smooth, and looks good. I wonder how iD are going to implement the music in the old versions of Doom. But I know that the music of Doom was created with the Roland Sound Canvas 55 in mind -Carmack said that it was the synthesizer they used-. I have the Roland Soundfont. It is 10MB, not much these days -Titanic is 275MB, SoniVOX is 250-, SGM is 250MB, Crisis 3.01 is 3,4GB....!!! Even so, it has a very balanced, warm sound, regardless the limitations of the time. It's amazing what Roland engineers could do with just that memory for samples. p.s. I played the game on a SoundBlaster AWE32 featuring the 1MB General Midi Wavetable. Fine for its very very small size, Doom sounded decent on it, but not even close to the Roland SC-55.
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Powered by ATi. Sophie Ellis Bextor is sheer love. Last edited by Cyan; 06-Jun-2012 at 02:40. |
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#28 | |
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Dinosaur Hunter
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Quote:
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Don't vote; it just encourages them. |
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#29 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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To be fair, they re-released DOOM with extra maps two years after the original (Ultimate DOOM). Releasing this 8 years after DOOM 3 shipped is relatively tame by comparison.
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#30 | |
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Regular
Join Date: Aug 2006
Posts: 7,306
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oooh, ohh, juicy carmack hardware tweet alert
https://twitter.com/ID_AA_Carmack/st...57388987895810 Quote:
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#31 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,868
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The best Doom1 soundtrack was on the 3DO console. Forget the MIDI sound card nonsense.
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#32 | |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,057
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Quote:
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#33 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,868
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Maybe they are trying to make sure it is 60 fps without exception or are adding some MSAA.
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#34 | |
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Member
Join Date: Aug 2011
Posts: 255
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Quote:
60fps trailer validated |
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#35 |
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Member
Join Date: Jan 2010
Location: Europa?
Posts: 278
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It's an old engine for sure but maybe they're adding new visual stuff and 1280*720 @ 60fps is still a challenge? I always had the impression that the Doom 3 engine wasn't doing very well with this gen's systems, Quake 4 & Prey (to a lesser extent) on 360 were not ideal ports with plenty of frame-rate drops IIRC.
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#36 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Quote:
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#37 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,868
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Doom3's stencil shadows are razor sharp blocky chunky things already. What do you mean by sharper?
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#38 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,223
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it's CPU hungry, though I had good results with an XP2400+ and 6800GT. that CPU may have a steadier single-thread performance than Xenon or PPU, for generic code.
shadow volumes are generated on the CPU and I remember reading this is the main reason for blocky heads and disappearing corpses. the engine was also designed with no consideration for multi-threading, there's only so much you can bolt on after the fact. it's impressively old, was first demoed on a PowerPC G4 1GHz with the original geforce 3 before its release, before 911. oh, I quickly found the video, head for 4:20 when steve jobs says "We're about to ship Mac OS ten", then he introduces john carmack. carmack comes on stage and shakes hand, then he almost runs to a row of computer terminals right away http://www.youtube.com/watch?v=o_buON1G17E |
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#39 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,868
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The engine got SMP support for Quake4. Surely they'll use that capability here.
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#40 |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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My apologies, I have misunderstood the terms of stencil shadows, by the way I just suggesting whether use lower resolution for the shadows on the ps3 & fixed with MLAA of sony could be a smart solution if possible...
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#41 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,223
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I ran the game on a 3dfx card (yes, I tried hard running things on it) and the shadows were there. the impact on the framerate wasn't that big, I could very roughly get 15 fps with and 20 fps without.
no pixel shaders involved, of course if you run the game that way there's no normal maps, no specular and the characters look horrendous but I was happy to have my real-time, correct shadows. you can enable stencil shadows in quake 3, or they are there by default in Kingpin, an awesome quake 2 based shooter : ![]() you only need some stencil in the Z hardware thing, so you can find stencil shadows in old games. the first Voodoo Graphics qualifies. btw from geforce fx onwards, nvidia had very fast Z and stencil hardware. the lame-duck geforce FX 5800 feels like it was designed for running doom 3 well and nothing else (it gets good framerates, for real) old games just draw a pitch black silhouette on the ground with no respect for accuracy, in quake 3 this gives a weird behaviour so after the novelty you feel like switching to simple blob shadow. doom 3 is unique in doing complex calculations each frame so that the shadows look real. only they are fatally razor sharp, which is one factor for the engine going nowhere and being something of a dead-end (but a great one at that) |
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#42 | |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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Quote:
JC could, however, switch to shadow buffers. He's had them up and working in the engine at one point (before they cancelled Darkness and started on Rage). I'm positive most people would prefer that over the time he's spending on his VR goggles. Besides, the PS3 not being able to maintain 60fps means what to me and the PC version of the BFG edition? Just stick with DOOM 3 + sikkmod + HD texture mods.
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#43 | |||
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,057
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Quote:
Quote:
I do seem to recall a paper on moving the extrusion and volume calculations to the GPU, but I don't remember what the costs were. Quote:
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#44 | |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,752
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Quote:
That would mean more GPU memory used, but less CPU time (as skinning would go on GPU where it belong ;p) and less fillrate waste (stencil shadow volumes are quite fillrate intensive). You would need to modify the shaders to add skinning and add shadow buffer fetchs and filtering, and modify CPU code to remove all loading of shadow volumes (some where pre computed AFAIR), skinning and silhouette detection. (Also going shadow buffer means models could be more tessellated should anyone want to improve them.)
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So many things to do, and yet so little time to spend... |
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#45 |
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Member
Join Date: Oct 2009
Posts: 424
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Did Quake 4 bring much new over Doom 3 with its updated engine? I know it was a launch game, but it supposedly had a pretty unstable framerate on the 360
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Ég er sćnskur víkingur. Jag är en svensk viking |
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#46 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,159
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The new stuff it brought was rudimentary multicore support I believe; the two games look very similar in appearance. If it had been done today it would run much more fluidly even on a paltry 360.
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"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait |
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#47 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,159
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*Edit:
Why do posts of mine appear randomly in other threads than the one I posted it in? *shrug* Second time this happens now!
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"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait Last edited by Grall; 18-Jun-2012 at 07:46. |
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#48 | ||
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,057
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https://twitter.com/ID_AA_Carmack/st...06516793606144
Quote:
Anyways, I certainly didn't think ammunition was ever a problem for Doom 3. >_> Neat overview/review of the Doom 3 source code: http://fabiensanglard.net/doom3/index.php Specifically about the renderer: http://fabiensanglard.net/doom3/renderer.php
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#49 |
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Member
Join Date: Sep 2009
Location: New Zealand
Posts: 682
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:\ Mounted flaslight, more lights, are they trying to take out the scares
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#50 |
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B3D Scallywag
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On consoles or PC? I'd imagine playing with a gamepad would require a lot more ammo.
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