There is something that's been bothering me for a while about the new Doom 3 engine. Anyone who has read my posts, probably knows I'm not a big fan of id's games, but let's just put that aside, since it's neither here nor there. In this case I'm talking about just the engine technology itself.
As we all know, Doom 3 uses a new advanced lighting system which is supposed to be more realistic. Unfortunately, I'm starting to wonder what trade-offs are being made in order to support this new lighting engine, and whether they are worth it. Obviously the models in Doom3 have noticeably lower poly counts, than those found in other games (UT2k3, etc).
But in addition to that I've noticed that ALL the screenshots I've seen for Doom 3 are completely indoors (small hallways and rooms). The question is, is this due to game design, or whether it's to cover up a serious limitation in the engine. Obviously id knows their engine inside out, so it's not surprise that they'd design their game around the engine's capabilties.
It's only been in the last few years that games have finally advanced to the point where we can have large outdoor environments, while still getting decent performance. Is it possible that by pushing the envelope of 3D technology too much, the Doom3 engine is going to thrust us back into the bad old days of "hallway crawls"? Apparently the Doom3 engine also has problems with trees and stuff, due to the lighting just being far too slow with complex objects.
So my question is, are these new lighting effects really worth it? Yeah, it may look better indoors, but the second you look out a window will your FPS drop through the floor (of course in D3 there won't be windows in that case). The fact that id had to use such ridiculously low poly models has me very concerned about whether the engine could run at all decently with large open spaces.
I know developers can license a different engine, or make their own, but considering the many development groups that just license id by default, might the move to the Doom3 engine not have a rather adverse affect upon game design in the coming years? Is this really a step in the right direction-- the direction of more lighting realism-- or is it a step in the wrong direction-- the direction of more enclosed and less involving environments.
What do you think, am I just paranoid?
As we all know, Doom 3 uses a new advanced lighting system which is supposed to be more realistic. Unfortunately, I'm starting to wonder what trade-offs are being made in order to support this new lighting engine, and whether they are worth it. Obviously the models in Doom3 have noticeably lower poly counts, than those found in other games (UT2k3, etc).
But in addition to that I've noticed that ALL the screenshots I've seen for Doom 3 are completely indoors (small hallways and rooms). The question is, is this due to game design, or whether it's to cover up a serious limitation in the engine. Obviously id knows their engine inside out, so it's not surprise that they'd design their game around the engine's capabilties.
It's only been in the last few years that games have finally advanced to the point where we can have large outdoor environments, while still getting decent performance. Is it possible that by pushing the envelope of 3D technology too much, the Doom3 engine is going to thrust us back into the bad old days of "hallway crawls"? Apparently the Doom3 engine also has problems with trees and stuff, due to the lighting just being far too slow with complex objects.
So my question is, are these new lighting effects really worth it? Yeah, it may look better indoors, but the second you look out a window will your FPS drop through the floor (of course in D3 there won't be windows in that case). The fact that id had to use such ridiculously low poly models has me very concerned about whether the engine could run at all decently with large open spaces.
I know developers can license a different engine, or make their own, but considering the many development groups that just license id by default, might the move to the Doom3 engine not have a rather adverse affect upon game design in the coming years? Is this really a step in the right direction-- the direction of more lighting realism-- or is it a step in the wrong direction-- the direction of more enclosed and less involving environments.
What do you think, am I just paranoid?