Has Carmack ever professed 'godlike' skills? If not, isn't it a bit much to demand such things of him? You can't deny the progress the guy's made in getting a fabulous engine driven by new tech of his invention working across multiple platforms...I just want him to show us his "godlike" skills on CELL , thats all ...
Has Carmack ever professed 'godlike' skills? If not, isn't it a bit much to demand such things of him? You can't deny the progress the guy's made in getting a fabulous engine driven by new tech of his invention working across multiple platforms...
Because some people, the true uber-nerds, actually like things to be difficult! That's the challenge, making hardware do incredible things no matter how hard it is, rather than dropping that hardware and picking up another bit of kit that gets the same results easily. A strange breed of people who shun the easy way just because it is easy.
Again, this isn't my opinion on the matter, only an explanation as to how this line of thinking actually does pan out, even if you don't agree with it.
Has Carmack ever professed 'godlike' skills? If not, isn't it a bit much to demand such things of him? You can't deny the progress the guy's made in getting a fabulous engine driven by new tech of his invention working across multiple platforms...
I'd like to see a CELL vs regular SMP panel with Carmack and Jon Olick (ex ND guy, both at id), Mark Cerny, and Mike Acton... with a polite and technical discussion following (hey, a nice GDC idea ?).
I think keyn's disappointment is that Carmack used to be a 'tech head' or 'uber nerd' for whom hardware was important, and poking around in assembly to achieve amazing things was fun. Now he's more the business man, wanting a product and wanting to create it the easiest way.
I think what you are seeing is the result of id growing to be a bigger company and there are obviously a lot more developers going in to making an engine and one/two key technical people can only do so much in a modern game/engine.
Btw, he said 30 fps target is on console. He said the PC GPUs will be so powerful at the time that they probably run the game at 60 fps with same fidelity easily.
Yeah, exactly what I've meant.
Also note that he's talking about issues that have led to MegaTexture's full implementation in Rage today. His mind has been on it for all this time...
And I think that solving this problem is is far, far more important than messing around in ASM.
It was the first thing he commented on - how they have always been a small company, but recently they have increased in size considerably.The id site lists 60 employees, that's an all time record.
Interesting. You're saying that unlike the uber-geek impression the internet has often presented Carmack with, he's actually a proper software engineer, working on the software theory and implementation side regardless of hardware. This would definitely make keyn's disappointments misplaced, as he'd be expecting something other than what the man is really about.IMHO, Carmack's main skills haven't really been invention, but creative problem solving through gathering vast amounts of knowledge, and highly efficient implementation.
...etc.
Priceless ...While allowing the game to be installed on the Xbox 360's harddrive may help, it actually wouldn't solve that problem, Hollenshead added.
While spit-balling ideas and possible solutions, Carmack even talked about the possibility of streaming some game data to Xbox 360s through the Live service, but that raises a litany of other issues, like how you would ensure that all of your gamers had a harddrive or broadband connections.