Chalnoth said:It's more the game and how things were put together than the renderer.
Goragoth said:I think it is reasonable to say that for any rendering technique there are three distinct revolutionary phases. The first is the invention of the technique usually in an offline (non-realtime, software) rendering context. The second phase is when the technique is applied for the first time in a realtime context, usually in a techdemo situation (think Humus' demos, or the ATi/Nvidia techdemos). The third phase is the application of the technique in a real application or game. I think that each of these stages can be considered revolutionary, and in that case, yes, Doom3's renderer is revolutionary.
If that is how you look at it then no computer game has ever had a revolutionary renderer and the whole argument is moot. The difference between revolutionary and evolutionary is just a (fuzzy) degree of change. You could well argue that humans are impossible of revolutionary thought, that everything we have ever done has been an evolution of previous ideas.the reasons you gave are not revolutionary, they are evolutionary
they have been done in games, just not all of them in the same game, at least none that i know of...
Bingo. It's not some CRAZY PREVIOUSLY UNIMAGINABLE RENDERER, it's an evolution of real-time renderers.The Doom3 renderer is not "revolutionary". It is an example of an implementation, in a retail app, of various software techniques that came out years ago.
Tenebrae is not a game (and I don't think the authors of the Tenebrae2 solely-rendering engine will make a game based on Tenebrae2). 3DMark2003 is not a game. That is the big difference -- collating various technologies, choosing which of them is to be implemented in a game, and eventually releasing such a game. ANYBODY, as long as they are willing and patient enough to learn emerging technologies -- software and/or hardware -- can write a program that shows such technologies.not to mention Tenebrae, and various game tests in 3dmark2003 (i know, not a game, but it's renderer has a similar overal feature set). if DooM3's renderer is revolutionary then wth are those renderers?
Maybe a breather is in order?Reverend said:Stupid little outdated poll.
Scali would know why I said that. I'm not even the least bit concerned about this thread... or if Doom3 is "revolutionary"... or if Carmack is a Really Good Programmer -- we have a game called "Doom3" using the various algorithms, expressed in Scali's poll header, that I have not witnessed in any game prior to the game called "Doom3". Scali has told me via PM why he thinks he is entitled to expressing his opinion about Doom3 and Carmack ("Carmack's stupid little outdated game" was what he said in the ending pages of the UE3 radiosity thread here in this same forum) and shouldn't be criticized for doing so (which I agree). I'm just doing the same thing, since I believe in the underlying truth of Scali's perception of "forum participation".Inane_Dork said:Maybe a breather is in order?Reverend said:Stupid little outdated poll.
I really don't think the topic is worthy of such emotional investment.
Agreed, we're much better off not mentioning Tenebrae when talking about renderers.see colon said:not to mention Tenebrae
see colon said:Secret Service: Security Breach and Chronicles of Riddick both beat DooM3 to market. Secret service by the better part of a year (released Oct. 2003). not to mention Tenebrae and various game tests in 3dmark2003