Evolution of FPS Renderers

I guess there not IBM PC's though... still they at least deserve and honerable mention ;-) Both basically invented the entire technology areas that FPS are built on (3D and networks).

Note entirely sure what the key things you interested in but I'll mention Ken's Labyrinth anyway.

Ken's Labyrinth, it came out after Wolf3D but IIRC added a few extra features. Ken would be hired by 3D Realms to create Build on the basis of that game. Memory hazy but IIRC it added transparency (or at least alpha test between rooms) to the genre. Trying to remember what it did differently... (its been along time since I remember being impressed by it (after completing Wolf3D and Spear of Destiny I moved onto it).

http://advsys.net/ken/klab.htm
 
Chalnoth said:
As for Descent, I think it was the first real 3D engine, actually. I think the only thing Quake had that it didn't was the lighting. Granted, Descent was absurdly simple in its design and graphics, but everything but power ups/weapons fire were rendered in full 3D.

and BSP based rendering (walls)
and S-buffering (walls)
and Z-buffering (dynamic models)

do those count?
 
Goragoth said:
- You couldn't jump in Doom (no jump key).
:oops: My bad. I just played some legacy doom and that has jumping and I was pretty sure that there were some areas that you could only reach by jumping so I figured Doom had that originaly. So I fired up WinDoom just to be sure and nope, no jumping. Still, it introduced "true" 3d levels (i.e. stairs and lifts) so it is significant in that respect.

I wouldn't say it was 3d, since you could not go under yourself. There were 3 dimensions though. That was a limitiation of the map editor and saving technique probably but I don't really know.
 
Luminescent said:
I'm taking a more technological aspect with this, which is particularly evident by the games I've chosen to consider for the presentation.
Still - the tech evolution of FPS games didn't start with raycasting.
Driller came out way back in 1986/87, and it was full 3d as well (including polygonal enemies :p). There were several other games built on same tech later on too.
Wolf3d may have introduced textures, but it was actually a step back in other ways.
 
Thanks for the suggestion, Faf, but I have to draw the line somewhere. It will take me forever if I include every single fps mentioned here. I may include the one you mentioned and omit something like Unreal Tournament and one of the other raycasting games, which seem to be collecting dust.
 
How about qbert . He would go into the backround and into the forground along with up and down.

How about the star wars game that was basicly 3d back on the apple 2g .


Also ultima 9 came out in 98 i believe and was very advance adn you could change between a first person and 3rd person view .
 
Hyp-X said:
and BSP based rendering (walls)
and S-buffering (walls)
and Z-buffering (dynamic models)

do those count?
Yeah, I guess so. And I guess you would also have to consider the physics system. I don't think anything in the original Descent travelled in anything but a straight line. That's a minor difference, but a difference nonetheless.
 
Don't know this is amilestone or anything but the original System Shock had by far the most "3D" 2d game engine I have seen. Ie, it didn't seem to have any of the limitations of comparable 2d "3d" engines.

Absoluetely brilliant game too, btw. By far the most advanced game of its time in terms of gameplay IMO.
 
DeanoC said:
Those damn aceed faces :) First played it at an Atari Show in London, brought Bards Tale and met Jeff Minter that same show <sigh>.

I simply have to know: Did he have a pet sheep with him ?

Cheers
Gubbi
 
You might also want to consider the early arcade games like the original BattleZone (1980) which used wireframe vector graphics (with hidden line removal). For home computers Elite (1984) started out on the BBC Model B computer, but was ported to most platforms, and featured fully 3D vector graphics. It's sequel Frontier (1993) was the first game to use curved (bezier) surfaces and featured texture-mapping. It was also completely written in 68000 assembler (imagine that!).
 
It's sequel Frontier (1993) was the first game to use curved (bezier) surfaces and featured texture-mapping. It was also completely written in 68000 assembler (imagine that!).
:oops: Wow. From the page its ~250,000 lines of assembler, that would be nasty.

Sounds pretty damn impressive too:
and (apart from First Encounters) is the only piece of software (games or otherwise) that attempts to simulate our entire galaxy.
8)
 
SuperCow said:
- The Duke Nukem engine was an important evolution just for the fact that you could do the spiralling staircase case (i.e. you could be at two different height levels for the same XY position), among with other features.

Dark Forces engine could do that as well and was released almost a year before it.
 
I don't really get it why you people keep mentioning Halo as some kind of "revolutionary" gfx engine. Even if it had shaders all over the place, it didn't look better than HL1. It really sucked IMHO.

MDK(1) was pretty cool at the time. It had many cool features, mirrors among other stuff.
 
_xxx_ said:
I don't really get it why you people keep mentioning Halo as some kind of "revolutionary" gfx engine. Even if it had shaders all over the place, it didn't look better than HL1. It really sucked IMHO.

Sounds like you haven't seen it on a decent GPU? :)
Also, I think 'evolutionary' would be a better term. I don't find use of shaders revolutionary.
But nevertheless, Halo was the first game to take that evolutionary step, I suppose, and that's why I think it should be mentioned.
 
Scali, would you consider the Doom 3 renderer revolutionary in any way?
I read your opinion in the UE 3.0 thread and partially agree that the technical term "unified" (not Carmack's definition) does not properly describe Doom 3 for a number of technicalities. Would you agree, though, that it does present a significantly more unified approach than any of its predecessors?

I believe we are gradually growing closer to diminishing returns in terms of accurate rendering methods relative to performance and visible change. Therefore I wouldn't predict anything presenting a greater paradime shift, in terms of visual quality/accuracy relative to performance, than Doom 3 (in the short term, at least). If we want unified, according to your argument, we would need something that produces results on the level of raytracing, which I don't see as being plausible for some time; not even UE 3.0 provides a robust solution for dynamic indirect lighting in comparison to its direct lighting model. That said, I would consider Doom 3 as revolutionary as can be, at this stage of the rendering game.
 
Luminescent said:
Scali, would you consider the Doom 3 renderer revolutionary in any way?
I read your opinion in the UE 3.0 thread and partially agree that the technical term "unified" (not Carmack's definition) does not properly describe Doom 3 for a number of technicalities. Would you agree, though, that it does present a significantly more unified approach than any of its predecessors?

Yes, but progress is only natural. Every few years we get a new generation of games with more advanced approaches in rendering, and more realism.
So Doom3 happens to be the first game with both shaders and dynamic shadows (with selfshadowing) on pretty much everything.
Big deal, the parts of the puzzle have been around for years, and have just been waiting to be put together in a game when the hardware was ready for it. I guess people are dazzled by the visual impact of shadows and bumpmaps everywhere... I don't think it's such a big deal anymore, since I did that years ago on my GF2.

I believe we are gradually growing closer to diminishing returns in terms of accurate rendering methods relative to performance and visible change. Therefore I wouldn't predict anything presenting a greater paradime shift, in terms of visual quality/accuracy relative to performance, than Doom 3 (in the short term, at least). If we want unified, according to your argument, we would need something that produces results on the level of raytracing, which I don't see as being plausible for some time;

Indeed, I have said this myself in the past, regarding hardware accelerated raytracing. We can currently get visuals that rival raytraced images, in realtime, using our rasterizer hardware.
The Quake3RT game demonstrates the point perfectly. It doesn't look anywhere near as good as Doom3, and it is about all that first-generation hardware raytracers would be capable of. A good reason to completely ignore raytracing or other 'unified' or 'elegant' solutions. If it's not better or faster, don't use it, simple as that.

not even UE 3.0 provides a robust solution for dynamic indirect lighting in comparison to its direct lighting model. That said, I would consider Doom 3 as revolutionary as can be, at this stage of the rendering game.

I don't, really. As I said before, the things that Doom3 does, have been done to death already. Doom3 may be the first *game* that does it, but the technology is by no means revolutionary anymore. In fact, because Doom3 was delayed this long, it is not even taking advantage of current high-end hardware. There's hardly any visual difference between a GeForce256 and a GeForce6. Things like parallax mapping could have been applied for high-end hardware. And as I mentioned before, using the vertexshaders for skinning/shadows could greatly improve polycount aswell.

As for dynamic indirect lighting... not even regular raytracers can handle that. You'd need additional processing, like Monte Carlo path tracing or photon mapping. The problem is just that there is no known algorithm that will allow us to render indirect light in realtime. The problem is just too complex. Don't expect it to happen anytime soon.

I would think that HalfLife2 will be more revolutionary. It actually introduces a novel way to get bumpmapped radiosity (as far as I know, it has never been used before), and it uses shaders extensively to model complex surfaces such as water, stained glass and fire. It will also use HDR lighting. The only bad thing about HalfLife2 are the shadows, I suppose. I believe it just uses projected shadows, no selfshadowing. Now if either Doom3 had the advanced shading of HalfLife2 or if HalfLife2 had a nice robust dynamic selfshadowing system, then we'd have the ultimate renderer at this time, I suppose. UE3.0 should more or less be this engine.
I find Doom3 very poor in terms of lighting. That's probably mainly because it was originally aimed at GF256-class hardware, but it was delayed far too long, without readjusting the lighting model.
HalfLife2 will actually give the shaders on more recent hardware a run for their money.

Personally I think the next big advance in rendering will be introduced by 3DMark05 (mainly filtered shadowmaps and HDR, perhaps some other eyecandy that I haven't seen yet). And after that, probably UE3.0. Let's just hope that UE3.0 doesn't make the same mistake as Doom3 of being delayed for years without updating the renderer to implement some new features.

To conclude: Doom3 is cute compared to previous games, but it is released in a time when we have the GeForce 6800, and we have no idea what it is capable of yet... a lot more than Doom3, that is for sure. 3DMark05 should give us a first glimpse of things to come.
 
I guess people are dazzled by the visual impact of shadows and bumpmaps everywhere... I don't think it's such a big deal anymore, since I did that years ago on my GF2.

Exactly: Evolva uses bumpmaps everywhere, and it's a DX7 game.
 
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