PC version has at least one frame extra latency to detect texture pages that need to be loaded. It's because you have to transfer the texture page visibility data from GPU->CPU, and that isn't particularly fast. PC drivers have to keep display lists pretty long (so much API overhead), and it takes time for GPU to empty the display list and to execute the transfers over PCI express. If you don't want to stall the CPU, you need to wait for a pretty long time before actually accessing the data you have requested from the GPU. Xbox 360 and PS3 can interleave CPU & GPU calculation better, since there's no API overhead, and lower latency memory access / transfer (and GPU can interrupt CPU immediately as data is ready). Xbox obviously doesn't need to transfer data from GPU to CPU at all, since it's an unified memory system.
Rage is also the first PC game that does huge amount of texture resource updating (CPU->GPU->CPU traffic). And it is using OpenGL, and there haven't been many games using it recently, so the drivers seem to be a bit rusty...
Motostorm does this i think. Capcom has the adaptive anti alias. Didn't the first Riddik applied a similar technique?After reading the DF face-off, I'm very impressed by the way Rage dynamically adjusts quality and resolution to keep a constant framerate. More developers should be doing this.
Pop rockets are awesome, have made the game a whole lot more fun since i started using them! You need to get the arc right depending on distance as well as leading ahead of moving targets adjusting for time of flight, which aparrently i have an undiscovered talent for So satisfying exploding guys from across the map with a perfectly aimed shot, cant see any reason to use any other gun from now on!
They do have a drawback ie if you need to loot the bodies of the enemies afterwards for ammo etc there won't be any bodies..
Tech5 is a cross platform engine. In a well designed multiplatform renderer, you usually have less than 5% API specific code. The current version of Tech5 has at least 3 separate rendering APIs supported currently (Xbox, PS3 and OpenGL/PC). The OpenGL support could likely help porting the engine to Linux and OSX, but it woudn't help with next generation consoles, as console developers tend to use close to metal APIs for best performance.I wonder if Tech5 is created to scale for the nextgen console. After all it's still an opengl based engine isn't it?
well, I like the game very much...no graphics issues at all, took me 5min to figure out the config files (thanks to this forum) and since then: no issue, no texture pop in , nice graphics (if you don't go close up to stuff )...but I really like the gameplay, it is little bit open world..but not too much for my taste, so good! I really enjoy the hit response system of the foes...reminds me of KZ2 hit response system! I really like the weapons, and that there are so many of them with different bullet types you even have more variation! Driving is ok as well, but I try to reduce this as much as possible..up to now, I did all the main and side missions...because I need money for my guns
my verdict: buy it, if you like shooters!
If you need money for guns play cards. If you collect a good deck you are basically unbeatable. It is actually a bit sad b/c the game was more fun before I had a decent deck. Now I can win on normal (or whatever the medium is) every single time, but I don't have enough high level cards for expert and I didn't understand at first where I got cards and missed out on some in dead city and other spots that I cannot go back to.
FXAA and animated sky would be definitely possible. Just a few milliseconds extra (another 14 ms left). However dynamic day-night cycle / weather (= dynamic lighting) could be problematic to do in 30 fps on current consoles, assuming you wanted same lighting/shadowing quality (Rage has baked high quality global illumination, so you would need really good quality real time soft shadows and screen space ambient occlusion & color bleeding to get anywhere close). Also they currently seem to have one virtual texture with just color data (for static objects). For real time lighting you need also normal maps and material properties. Adding normal maps and material properties to the virtual texture containing all the static surface/objects (all the terrain, etc) would at least double their storage cost... Six DVD's anyone?That would be interesting. The same engine with double the amount of rendering time available... You'd definitely get FXAA in there and maybe aim for an animated sky and a day-night cycle. Dynamic weather? Feet.
The decision to make a world this big might have been a bad one, you see the wasteland imo is mostly boring and is only for driving around and destroying other cars.
that is pretty much what's hurting Rage's look right now aside from the image quality and the static world (which I'm sure would've been taken care of it wasnt 60fps)
Also they currently seem to have one virtual texture with just color data (for static objects).