Rage (id Software)

I'm much more interested in Doom 4 tbh, going 60fps is obviously sacrificing a lot of lighting features. I just can't go back to Rage after the awesome unified lighting and shadow system in Doom 3.

From that vid the NPC had a projected shadow, and a very good looking one at that. Wouldn't they be able to have dynamic shadows for all kinds of geometry, if they wanted? I'm sure there's a considerable amount of stuff they'll bake into texture, but the option to use dynamic shadows hasn't been removed, has it?
 
Ultragpu,pre baked or not you wont see better textures than this on consoles neither you will get as smooth gameplay.If end product looks better than virtually anything out on consoles well than thats all that matters,thats what people want.
Problem is the end product doesn't, not even close. Texture variation is there but sharpness is another thing. Besides it takes a lot more than just some nice looking textures nowadays, dynamic lighting, shadows, special effects, particles, what not and I don't see Rage is the best in most of those categories.
From that vid the NPC had a projected shadow, and a very good looking one at that. Wouldn't they be able to have dynamic shadows for all kinds of geometry, if they wanted? I'm sure there's a considerable amount of stuff they'll bake into texture, but the option to use dynamic shadows hasn't been removed, has it?
It would be quite limited but not completely removed, certainly not as diverse as many other titles.
 
Maybe because I don't play games with a tech sheet sitting next me so I can check off certain effects but from what I see, this game looks fantastic regardless of how they're pulling it off. My biggest concern for a id game is never the tech but the gameplay. Will it be fun?
 
Problem is the end product doesn't, not even close. Texture variation is there but sharpness is another thing. Besides it takes a lot more than just some nice looking textures nowadays, dynamic lighting, shadows, special effects, particles, what not and I don't see Rage is the best in most of those categories.

It would be quite limited but not completely removed, certainly not as diverse as many other titles.

Is there a reason for that? If they can project a dynamic shadow from an NPC, is there any reason why they couldn't do it for a tree, a moving fan or any other moving geometry? Is there something about Megatexture that limits the ability to project light and shadow onto textured surfaces?

The texture variation is amazing in those vids. Maybe texture resolution isn't the highest at close range, but it's hard to tell in those vids, but the artistic benefit from having unique textures everywhere is apparent. It's both tech and art, and it's great.
 
Is there a reason for that? If they can project a dynamic shadow from an NPC, is there any reason why they couldn't do it for a tree, a moving fan or any other moving geometry? Is there something about Megatexture that limits the ability to project light and shadow onto textured surfaces?

It would not look right as in perspective correctness aswell as for example a tree shadow wouldn't fall onto object in it's projection path nor any selfshadowing. So in the end it would be pretty pointless for anything but moving objects like characters which benefits from it becouse the shadow makes it look like the character is connected to the world/ground.
 
Problem is the end product doesn't, not even close. Texture variation is there but sharpness is another thing. Besides it takes a lot more than just some nice looking textures nowadays, dynamic lighting, shadows, special effects, particles, what not and I don't see Rage is the best in most of those categories.

You still continue with this...RAGE has amazingly detailed world,with great textures and their variety.It has very impressive animations,it runs at 60 fps,it also is quite an open game and on top of that effects that i saw look really great.It does not go for particle effects like Crysis or KZ3 but it manages to look just as compelling as them to majority of people.I dont remember UC2 having some fancy particle effects like KZ3 but it surely was remembered as fantastic looking game,and thats most because of fantastic textures.Remember,we still havent seen it in HD.Anyway...whats more technically impressive than having this kind of game running at 60fps on consoles and yet so visually impressive?Not many game do it and since RAGE frame time budget is twice less than that of 30fps technically more impressive games i dont see how dont you find this impressive?As i said,pre baked or not what you are looking at your screen is what counts and i would not be surprised that RAGE gets most of awards at E3 for its visuals.
 
Mixed feeling after watchnig two different videos. While the texturing, the scale and the butter smooth 60 fps animation are AMAZING, the lighting, the modeling (the weapons and the ennemies) and the lack of effects (post-processing, dust...I don't know) are average...
 
It looks really good for a 60fps game and it's graphics are like a little nudge below the top 30 fps games imo. It's make me more interested what they can do with doom4 running 30 fps and more corridor like gameplay. Not sure if i get it right but having smaller level doesnt you can put more details on the mega textures?

Just hope they can get the ps 3 version to work good.
 
It would not look right as in perspective correctness aswell as for example a tree shadow wouldn't fall onto object in it's projection path nor any selfshadowing. So in the end it would be pretty pointless for anything but moving objects like characters which benefits from it becouse the shadow makes it look like the character is connected to the world/ground.

Not sure I understand. In the play video, when he steps inside the shack there is a light projecting a shadow from the NPC onto the furniture in the room. I believe he's standing beside a fridge? I can't watch the vid at work. I thought the dynamic shadows were all shadow maps. Is there something about megatexture that limits their use?
 
Not sure I understand. In the play video, when he steps inside the shack there is a light projecting a shadow from the NPC onto the furniture in the room. I believe he's standing beside a fridge? I can't watch the vid at work. I thought the dynamic shadows were all shadow maps. Is there something about megatexture that limits their use?

Ok I was thinking about projected shadows like for Max Payne 2 and older games which has sharp well defined shadows but they are just a projection and no depth and dont fall onto objects.

But anyway I dont see why MT would limit shadow use or method.
 
Well I think it looks fantastic. My jaw literally dropped when I saw the game in action. It's amazing that they can maintain 60fps.
 
Looks great, especially considering the framerate. If it weren't for the framerate, though, I would be a lot less impressed. But considering it's 60fps, I think it looks great.
 
I just love how they've dared to ignore the ironsighty industry trend and kept their old school fast-paced gunplay. But with a melee attack on top cause that's a really good invention. Oh and no "2 guns at one time" realism either.

With 60fps speed and the controller responsiveness it allows, they're pretty much in a league of their own in online multiplayer - noone else does it all or has enough time to catch up. If they don't f*** up, they're gonna seriously distrupt the online FPS gaming community.

(Although there's a small chance that the fast paced gameplay will only work for really good and skilled players...)
 
I'm fairly convinced on the tech, but I feel that it's been used on the wrong type of game for me. I'm getting so tired of great tech being used for rendering ugliness in more detail! Also, right now they manage to have a lot of enemies looking exactly the same. In this environment, that stands out a little more than normally - other games have used nice things to randomise character looks a little and this game could really use some of that.

I'm also strangely getting a lot of Space Quest III vibes here, perhaps because the world does look a little plasticy, and am thinking that its story could probably be recreated in this planet effortlessly, but with the side effect of having a completely open world. :LOL:I'm somehow still looking forward to something like that - take GTA IV engine and even world, but put Leisuire Suit Larry I through III in it. Would love it, pay full price for both. ;)

Good tech though, and glad it's there. Another thing I'm now worried about though is that it is particularly useful for types of games that take forever to make, so it could take a really long time before we see something else using it. I'm hoping for Bethesda to do it first. From what I've seen in the video, it does seem that they may have solved some of their transparancy issues? (I saw some nice flowers, light effects) That's pretty important, if true.
 
They are randomizing enemies, I remember screenshots with mutant variations. We need a direct feed version...
 
They are randomizing enemies, I remember screenshots with mutant variations. We need a direct feed version...

Ok. I just noticed in the gameplay here that there were dozens of guys getting shot looking exactly the same (white robed whatevers)
 
They're the same bandit clan, so they should dress similarly. But don't tell me that you could make out their faces with this compression ;)
 
They're the same bandit clan, so they should dress similarly. But don't tell me that you could make out their faces with this compression ;)

Maybe not their faces, but everything about them looked the same, height, weight, girth, etc. Well, this game won't be out this year, so I'm in no hurry to judge this small part of the game. ;) Just thought it stood out, somehow.
 
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