RDR didn't target 60FPS, Rage does.
I would trade 60fps for 30fps with better lighting any day. 60fps or not, Rage is looking less and less impressive every time they show it.
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RDR didn't target 60FPS, Rage does.
Yes but the devs don't share the same opinion, so you are left with whatever they choose.I would trade 60fps for 30fps with better lighting any day. 60fps or not.
I would trade 60fps for 30fps with better lighting any day. 60fps or not, Rage is looking less and less impressive every time they show it.
Yeah, sure, but, how old is the engine again, 4 years?
I'd also wait until the first batch of Doom4 screens and movies hit the net before making fun of Carmack's skills.
Don't worry. The only thing that's going to hit your eyes is the grill of my dune buggy.For a serious FPS, I wouldn't even consider a game that doesn't run at 60 fps. There's nothing a dev can do to make an FPS look good in my eyes if it can't hit 60 fps. Now if I'm only going to play it casually and I'm not thinking of any multiplayer then 30 might be fine.
Regards,
SB
I'm also quite sure that the texture variety is going to be vastly superior to other terrain engines like the Fallout/Elder Scrolls line or the Battlefield games.
It's never too early or too late for me to make fun of people.
And no, the engine is not 4 years old, since a game using it has yet to be released. The fact that it was left on the backburner for so long is id's problem.
Carmack made a huge mistake with that emphasis of his on the Megatexture technology. In videogames, texture variety in this day an age isn't a pressing issue, machines have enough memory to sustain some variety (long gone are the days where you had low tens of textures per screen), and when you need more variety, you can start streaming off-disk. And given that creating discrete and 100% original textures for every surfaces isn't an economically viable thing, Megatexture will just end up being "classic textures + original decal placements".
There's also the whole fact that the technology requires way, way too much space when used in an optimal way. I've heard sources close to the development citing ~10GB+ maps. Map as in one "normal" sized map, not an over-world type of deal. The refactoring of that issue, also explains why the game is so late. It also explains why I'm so harsh on Carmack's emphasis on that tech.
caveat - I dont know what theyre doingNot that much , we can already see patterns in rage landscape, nd it's normal since the megatexture is built from a base texture set stamped everywhere rotated and layered.
Yes but the devs don't share the same opinion, so you are left with whatever they choose.
Rage isn't HDR based so they don't need tone mapping either.
The gun looks strange only because of the lighting, there's no cel shading going on.
Id's leveraging its specific talents and advantages to create a unique looking game, I see no problem with that. I'm also quite sure that the texture variety is going to be vastly superior to other terrain engines like the Fallout/Elder Scrolls line or the Battlefield games.
Trailer
Why isn't Rage HDR based? Their lighting solution right now looks inferior.
It's not like Fallout 3/New Vegas or Oblivion were particularly good-looking game to begin with, when you're id, that's a pretty low bar to set.