2 new Doom3 screenshots and interview

Discussion in 'PC Gaming' started by ZoinKs!, Sep 23, 2003.

  1. OpenGL guy

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    The only shader I've seen mentioned in reference to Doom 3 is the shader used to combine together all of the different texture layers.
    I missed that, but we'll have to wait and see how the physics of Doom 3 compares to HL2.

    You completely missed my point. I am not talking about fire, anyone can create an animated fire texture, I am talking about mapping fire onto objects. Fire that has an impact on what's behind it because of heat waves, etc. Same goes for water and stained glass. And these are not "random" at all, but a sampling of what has been demonstrated with HL2. I've seen nothing like them for Doom 3.
    Exactly.
    Actually, the shadows in Doom 3 don't use pixel shaders at all as they are computed using the stencil buffer.
    DX6 cards won't give anything close to the experience of a DX9-class card.
    No, I don't have access to Doom 3, but I do have access to HL2. Everything I am talking about is based on what is publicly available. I've seen no indication that Doom 3 will have anything close to the sophisticated shaders of HL2.
     
  2. Saem

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    I'm arguing my position too strongly -- sigh, it's not being articulated properly. The point I'm trying to make is that the lightning techniques of Doom 3 are more impressive than the shaders of HL2, IMO.

    Opengl Guy is right, there is a fair bit of unknowns when it comes to doom 3 and to a lesser extent HL2.

    Now I think Doom 3 will be more impressive a game in terms of atmosphere, I suppose it's the consistent lighting. HL2 seems very impressive because the physics engine and it's shading ability lets it do some fairly impressing things. Though, Doom 3 could have the latter -- as the article made allusions to. But I think Carmack has it right once again, he's made many statements to the effect of too much work is on the artist's shoulders and they're going to significant lengths to reduce that burden, HL2 doesn't seem to do it as much -- or so goes my impression.
     
  3. bloodbob

    bloodbob Trollipop
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    I got a question how does the lighting and compare to lightmaps in regards that there is no diffuse light reflection ( radiosity I mean I just don't know how to say it properly ). Will be nice when we can get semi decent radosity/global illumination working well in real time but thats while off I still think ( wouldn't mind caustics either).
     
  4. CorwinB

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    Totally correct. When your artists can't come with anything better than flying skulls and spiders with upside-down human heads, you know they definitely have too much work...
     
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