At GDC id Software showed off their new id Tech 5 engine as they're trying to win back some of the lost ground on engine licenses. Everyone stopped keeping score a while ago so a quick educated guess would put Unreal Engine 3 at 99.9% share of the entire engine licensing market.
Krawall Gaming Network managed to interview id's Matt Hooper, Lead Designer on Rage, the debut title of the engine. While the article is in German so it makes it difficult to acertain what the discussion was about (*nudge*) it stands to reason Rage and id Tech 5 were discussed. With the article, KraWall also posted a gallery of photographs taken of Matt's presentation slides. Go there for the full set.
The interesting ones however show "before" and "after" visuals of three scenes where I guess they're trying to demonstrate how MegaTexture can make a scene look unique, losing the barren, repeated tile look of other games without using extra polygons, batches or texture memory. Basically, between before and after the scenes got much better looking without any performance impact.
Scene 1 BEFORE:
Scene 1 AFTER:
Scene 2 BEFORE:
Scene 2 AFTER:
Scene 3 BEFORE:
Scene 3 AFTER:
Krawall Gaming Network managed to interview id's Matt Hooper, Lead Designer on Rage, the debut title of the engine. While the article is in German so it makes it difficult to acertain what the discussion was about (*nudge*) it stands to reason Rage and id Tech 5 were discussed. With the article, KraWall also posted a gallery of photographs taken of Matt's presentation slides. Go there for the full set.
The interesting ones however show "before" and "after" visuals of three scenes where I guess they're trying to demonstrate how MegaTexture can make a scene look unique, losing the barren, repeated tile look of other games without using extra polygons, batches or texture memory. Basically, between before and after the scenes got much better looking without any performance impact.
Scene 1 BEFORE:
Scene 1 AFTER:
Scene 2 BEFORE:
Scene 2 AFTER:
Scene 3 BEFORE:
Scene 3 AFTER: