Carmack's next Engine.

Paul said:
paul go to ign.com download the halflife 2 video . That quality is what I'm expecting from next gen consoles. That quality is what i'm expecting from the dx 10 cards. But here is the catch. I expect it to run with 4xfsaa and 16tap aniso. If it does not then it will be crap to me. I expect consoles to run it with high fsaa too. ALthough memory will be a problem.

Dude, why did you bring consoles into this?

I am talking about the graphics quality of Carmacks next PC game engine, nothing more.

Not DX10, not consoles.
Your asking about dx 10 hardware. I'm talking about all hardware out around the time of dx 10. That is why i brought it into it. The consoles will produce better quality at the time of dx 10 than the first dx 10 cards.
 
No... I didn't ask about DX10 hardware... Where are you getting this from?

I said Carmacks next engine would be based around DX10 API. Although I was wrong because he uses OpenGL doesn't he?

I"m not talking about DX 10 graphics cards or consoles, im simply talking about his next game engine's graphics.
 
Paul said:
No... I didn't ask about DX10 hardware... Where are you getting this from?

I said Carmacks next engine would be based around DX10 API. Although I was wrong because he uses OpenGL doesn't he?

I"m not talking about DX 10 graphics cards or consoles, im simply talking about his next game engine's graphics.
You asked about john carmacks next engine and then asked if he would use dx 10. You gave a picture asking if his next engine would be able to do this. SO i said no i don't believe so. Dx 10 hardware wont be able to do that in game. I went on to state that any of the hardware out at that time. Dx 10 hardware and consoles will not be able to do that in a game . I also stated what i expected from dx 10 harware and next gen consoles.

I have never known carmack to program in dx . But he has stated that the next game will have the current dx 9 cards as minimum to play the game. Most people just say dx versions since the video cards are no tired in with them.
 
Joe DeFuria said:
In response to the original question...

I believe I remember reading in some interview that "this generation" (DX9) cards would be the foundation for his next engine. (Could be mistaken on that though.)

However, that probably applies in the same way that "DX7 cards with stencil and cube-map support" are the foundation for Doom3. Those cards in that generation can physically run with full features....but you wouldn't wan't to, and in fact, you won't be able to by default.

I believe Carmack said NV30 would be the basis for his next generation engine, although it probably won't be usuable :D
 
http://www.gamespy.com/quakecon2003/carmack/
GameSpy: Are you going to retire after DOOM 3?
John Carmack: No. I've got at least one more rendering engine to write. The development of rendering engines is driven by two major factors. One of these is, of course, the question, "When you finish a game, is it time to write a new engine?" The answer is based on what is happening in the hardware space.

Previously, it was just about what was happening on CPUs. Do we have 32-bit CPUs? Do they have floating point on the CPUs? Then we got graphics cards and that stayed the same for a number of years. We got some important new features in the graphics which basically engendered the DOOM engine. We had cube-mapping, dot re-rendering, and geometry acceleration. This important set of features, and it was enough to make it worth writing a new engine.

DOOM is going to be in use for a long time, but just this year, hardware has surpassed a really significant point with the floating point pixel formats and generalized dependent texture reads. These are things that demand that a new engine is written.

It's particularly significant because those are the only features that are necessary with temporary buffering to actually implement anything. You can decompose Pixar Renderman shaders into multi-passes. It doesn't mean that they can run in real time, but the fact that they can be calculated on a graphics card has a wide range of implications on what you want to do for the graphics pipeline. It's going to impact both real-time rendering and off-line rendering. There is going to be an interesting convergence.

DOOM does a lot of things to use these features, but it still uses that notchy functionality of previous generation graphics cards where you had this set of features and you could use combinations of them but you could not do exactly what you want.

The very latest set of cards, with the combination of those features -- floating point and dependent texture reads and the ability to use intermediaries -- you can now write really generalized things and that is appropriate. You might use 50 or 100 potential instructions in some really complex gaming shader; but if the engine is architected right, you would be able to use the exact same engine, media creation, and framework and architect the whole thing to do TV-quality or eventually even movie-quality rendering that might use thousands of instructions and render ridiculous resolutions. The ability to use the same tools for that entire spectrum is going to be a little different from what we have now.
My guess he will start with what is available now (DX9) as baseline 8)
 
I also stated what i expected from dx 10 harware and next gen consoles.

Well, HL2 char. models don't look that hot... How do I think it compares with upcoming h/w? I've seen the latest demo vid. low-res shiny areas, unimpressive lighting and low-poly models(the alien shiny thingy)... it will get owned badly in both the gphx and physics depts...
 
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