Fodder said:
No. Raven are doing the SP
???
, Nerve are doing the MP
grin
.
Don't forget guys like American McGee, Sandy Peterson, Paul Steed, Graeme Devine and even Adrian Carmack.
All of those, except for Graeme and Adrian, weren't game designers (though Sandy's excellent levels almost assuredly qualify as game design by themselves). But Graeme only worked on Quake3+ and Adrian Carmack was still there when D3 shipped. So Tom and John Romero are the only designers from that period that are missing.
After Ion Storm
Hall and
Romero spent a while on mobile games at MonkeyStone and then had a stint at Midway, but are now working on separate, unannounced MMOs.
Rethorical question. I.e. they never had successes as they did in id Software.
Reverend said:
I am unaware of any (new) shadow buffer algorithms/optimizations done with the current batch of 3D hardware that may help with the problem John specified. I also don't know if he mentioned this in the context of implementing soft shadows (although I'm pretty sure it will be in). So my questions for this particular post are :
1) Does any of the current/latest hardware help address the shadow buffer performance problem John mentioned?
2) Can anyone suggest possible ways that John could be tackling this problem?
He isn't very specific about the actual performance problem (as usual). I assume he means cubemap-based shadow buffers which he was bitching about that no card natively supported. This was a while ago so perhaps the GF7/RX1xxx do now.
As for solutions, well, he could always go the Oblivion route and use spotlights instead of pointlights (and give up on dramatic shadows).
Vysez said:
MegaTexture™ streams data from the HDD, right?
Could it be applied to an optical disc?
From what is known so far, yes. Whether it could be used in optical media depends on the frame load transfers. The information we have is that at any given time the megatexture only uses 8mb of video memory. Assuming a fairly clever streaming management that shouldn't tax the drive's speed. Well, theoretically. Read speeds for DVDs range from 1.5mb/sec to around 20mb/sec depending on the drive. If the game requires a 4xDVD drive it should work, however, the streaming manager has to take into account the seek speed which is very much worse than a HDD.
Also, why MegaTexture™ should allow remarkably detailed environments, because from the Quake Wars Screenshot, it seems to be the classical 256x256 and 512x512 color and normal map. It can allow varied environments, I guess, if the artists can produce a lot of different textures, that is.
There is only one texture in a megatexture.
The thing is just plain terrible, hard edge, or semi hard edge (The pseudo soft effect implemented in recent games that use volume based shadows) should go for anything that requires details.
Shadowmaps are not a whole lot better. Take a look at BF2 or NFS: Most Wanted and the shadow edge aliasing is plain horrible when "close to the camera"; and worse, it's perspective-variant. JC talked about using 16x randomly rotated samples so that should aleviate this but it won't be hardware accelerated (see our 3dmark '06 interview).