Scali said:If anything, I would say we are heading towards less and less revolutionary engines, since the hardware will allow them to get closer to offline renderers.
Perhaps the revolutionary thing about Doom3 is that it is actually NOT revolutionary, but it can simply implement many age-old rendering methods in realtime for the first time, without the need for a lot of hacks.
Sxotty said:Yeah we already saw it can do big areas, but I have to admit that I find it to look not so groovy with the totally black shadow, it would look nicer if you put another light in a specific spot to get rid of them. Of course you did it in 10 minutes I guess.
Yeah if that was farcry there would be hundreds of repetitive sprite, I demand the sprites.
Mordenkainen said:It was never meant to resemble a FarCry level. You said the D3 engine couldn't handle big outdoor areas. Foliage, objects, buildings are just more polygons (or sprites for that matter).
You've praised UT2004's big Onslaught levels and yet they're also pretty much barren wastelands with a few scattered bases.
But I'm wondering why you don't prove your argument with tangible facts. You say D3 can't handle FarCry levels, why should we have to take your opinion at face value, that you continue to maintain even after I've showed you some proof? Why don't you try to prove your side of the argument with more than just opinion?
And there's more to games than FarCry. While FarCry did outdoors extremelly well, it did other things less well, like indoors, where D3 excells. No engine is perfect at everything and yet, I only see you banging D3/JC. I don't see you ranting how CryTek should be put in its place because the outdoor/indoor transitions in FC look like something out of 1994 and how Tim Sweeny should be relegated to assistant programer status for releasing a game in late 2003 that only uses up to Dx8.1 shaders, or even insult Gabe because HL2's levels seem to have two suns: one for static geometry and another for models.
Of course FC's engine is going to be better at recreating breathtaking paradise islands with jungle because that's what the debut game was about. Of course UE2 is going to be better at large multiplayer games because the debut game was all about multiplayer. And of course Source is going to be better at physics because the debut game even has a physics gun to throw stuff around. And D3's engine was made with tight detailed interiours and dramatic lighting in mind, because the debut game was all about dark corridors and tension and being stuck in a martian outpost with no chance to escape.
You want to make a predator game where a team of special ops hunt down a Predator? Use FC's engine. Want to make a big, full-on multiplayer game pitting marines vs aliens in large open landscapes? Use UE2's engine. You want a game where environment interactivity is the key? Use Source. You want a solo romp through detailed interiours where shadows play a big role? Use D3's engine.
Scali said:As I said many times before, the difference is that Doom3 is seen as the ultimate game engine, and Carmack as a god. I am not aiming at Carmack/Doom3 itself, but at the people who unrightfully place them above other great developers/games.
As I said before, I'm just being realistic.
Looks like I'm finally getting through to you people. Now you're getting it.
Scali said:That it is just a trend, should also already be obvious. The next generation will not be using stencil shadows anymore. Just look at 3DMark05 and UE3.0.
Laa-Yosh said:Wrong - UE3 uses three kinds of shadows; precalculated radiance transfer, shadow maps and stencils. Daniel Vogel posted it here some months ago.
UE3 isn't revolutionary in offset mapping either, as far as I know - they've implemented the algorythm that was posted on an open forum months before.
It's a nice piece of technology for sure, but it isn't any more revolutional than Doom3.
Scali said:This is a response to people who try to single out Doom3 in a positive way, and in effect pretty much discredit all other engines because well, they're not Doom3, and all developers because they're not Carmack.
I try to educate people by explaining what Doom3 is and what it is not, what it can do, and what it cannot do, and why other engines do different things.
Not to discredit Carmack, but to be realistic, and put Carmack back in his place, and also the other developers.
I never actually discredited Carmack for the Doom3 accomplishments. I merely pointed out that the technology he used was invented in the 70s. People who claim Carmack did it all, would discredit the real inventors. Is that fair?
But looking at all the emotional responses regarding Carmack, apparently most people already see him as a god, and Doom3 is his gift to this world, and all games must be like it from now on.
Scali said:Okay, they will not be using stencilshadows exclusively/mainly anymore, whatever. Doesn't change anything about my point
Or less revolutional. My point exactly.It's a nice piece of technology for sure, but it isn't any more revolutional than Doom3.
Laa-Yosh said:Scali said:Okay, they will not be using stencilshadows exclusively/mainly anymore, whatever. Doesn't change anything about my point
My point is, robust stencil shadows don't seem to be a technological dead-end, as they're going to be included in several games in 2006 and beyond, both on PC and next-gen consoles. Also note that UE3 is using stencils for the dynamic light + dynamic object case.
What you can't seem to aknowledge is that stencils and shadow maps are no different in that they both have their limitations, especially when combined with the reailities of the consumer hardware market.
And have I mentioned how much I hate tweaking shadow map bias parameters?
Or less revolutional. My point exactly.It's a nice piece of technology for sure, but it isn't any more revolutional than Doom3.
No, your points were:
- D3 isn't revolutionary (actually, a few days ago it was: doom3 is a stupid little engine, as pointed out above)
- UE3 is revolutionary because it's not using stencils, because it's using offset mapping etc.
And I'm not avenging Carmack here, not being a relative or friend of him - but the way you try to discredit him and his work is exactly the kind of pointless human behavior that irritates me the most.
Mordenkainen said:Scali, you'll be happy to know that the D3 engine can indeed cope with "FarCry"-big outdoor levels. Here's the proof:
1024 x 768 (118kb)
http://pwp.netcabo.pt/Tobril/D3_outdoor_test.jpg
This is just something I did in under 10 minutes. I inserted a model of an outdoor part of mars and cloned it 8 times and then enclosed them with six "sky" brushes. Each individual model is pretty big by itself but 8 times should remove all doubt. Funny statistics:
- For scale, those railings on top of the silos are about human size, meaning an enemy on the very last would be virtually undistinguishable.
- There are 8 point lights in this map (full bump, specular, ambient light enabled) with some overlap between them.
- It takes about 9 mins to walk all the way down to the last two silos (nocliping -- actual walking would probably take twice as long).
- FPS in that spot were actually around 42 but dropped because of the screenshot and I'm noclipping right near the "ceiling" to get as many polys on screen as possible.
dksuiko said:You may not have outright discredited him, but with comments like "stupid little outdated game," it's not too difficult to get that impression.
In any case - no, it isn't fair for people to claim that Carmack did it all (who exactly here is doing that?). On that same note, is it fair for people like you who claim Carmack did nothing whatsoever?
Laa-Yosh said:My point is, robust stencil shadows don't seem to be a technological dead-end, as they're going to be included in several games in 2006 and beyond, both on PC and next-gen consoles.
Also note that UE3 is using stencils for the dynamic light + dynamic object case.
What you can't seem to aknowledge is that stencils and shadow maps are no different in that they both have their limitations, especially when combined with the reailities of the consumer hardware market.
And have I mentioned how much I hate tweaking shadow map bias parameters?
- UE3 is revolutionary because it's not using stencils, because it's using offset mapping etc.
And I'm not avenging Carmack here, not being a relative or friend of him - but the way you try to discredit him and his work is exactly the kind of pointless human behavior that irritates me the most.
Live long and prosper, Spock.Scali said:You however are showing irritating emotional human behaviour.
Luminescent said:The thing is, one can only think of a handful of real-time rendering techniques that were developed just for real-time which, in addition, advanced visual quality significantly (as a whole), revolutionizing the 3D renderer.
If both offline and real-time engines are included in the pool for the poll, then real-time has nothing but a few effects like parallax mapping under its belt, and parallax mapping has not yet been implemented in a complete engine. In stating this, I am assuming this poll is not just about a technique, but the sum of techniques and how they're mended together to form a complete renderer. I mean, a tech demo renderer that explores a "revolutionary" technique but is not fully interactive and only allows for a limited perspective is not trully revolutionary as a 3D renderer in its entirety, because of its inherent limitations.
T2k said:Not this way - you know that very well, LY. ..
Would you prefer making 500 polis modells because of this engine? C'mon.
None of them revolutionary, that's the point.
don't try to sell you aren't a big fan of JC, OK?
It's ridiculous. You ARE.
Scali said:Also note that UE3 is using stencils for the dynamic light + dynamic object case.
But already it dropped stencil shadows for all cases, and it's only a matter of time until the hardware is powerful enough to get away with shadowmaps in pretty much all cases. After all, shadowmaps are potentially faster and can generate softshadows easier.