I'm curious to see if that will be the case, getting time of day support at 30fps. Still not totally convinced because of all the shader side work they have to do to support megatexture, but I guess we'll see.
If the engine can already support a solid 60fps with all the extra shader work, then I'm sure that the added +100% performance from downgrading to 30fps will enable at least one dynamic light per surface
Shadows should be completely independent of virtual texturing, too, so I don't see anything stopping them from implementing a completely different rendering architecture using megatexture.
Of course it would require a significant amount of modification to the Rage engine; but we don't know if Rage and tech5 are actually one and the same. Maybe Rage is a variation and Doom 4 is another; or maybe Rage is the basis and Doom 4 extends upon it? We'll probably learn more as soon as any license deals are announced. Although there aren't any, and id has pretty much stopped talking about the issue completely...
Have id ever done a game with time of day support? Maybe they don't consider it a must have feature.
Doom3 had fully dynamic lighting and they've probably learned that it's as much a problem as a completely static approach has been. But it can't really really be called time of day support yet.
Then again, I'm quite sure that Carmack could write any kind of lighting engine; the question really is whether he considers a particular solution to be necessary for the game they're making.
Doom 4 will probably follow Doom 3's direction: relatively smaller environments and small number of monsters. So they'll need dynamic lighting for the scare factor and they'll have the resources and performance for a higher level of detail and fidelity in everything.
As for time of day, it's probably not required for this kind of game either. As someone else has mentioned, it didn't add much to Assassin's Creed either, apart from the visuals of having nighttime for the Venice Carnival. But it was a full moon for every single night as far as I remember
Hmm see I wonder about that. I wonder if they chose the big open world because in those types of games you can't get very close to the environment (except for the ground).
I dunno, there are many indoor levels as it seems (most missions), so the player can get close plenty of times. But outdoors are indeed an easy example to show the lack of repetition.
So I'm not totally sure that a predominantly indoor game would really need less texel space compared to a mixed indoor/outodor world.
Think about it as the relative sizes of surface areas. A 10Km x 10Km wasteland is more than likely about twice as big after unwrapping as a 50Km long set of corridors and rooms would be.
I'm not sure how long all the MW1/2 or Doom3 levels would be when stitched together - but I guess they're not that big. So a linear game could either ship with half or even a quarter of the data; or they could keep the large storage requirement and increase the texel density significantly.
Anyway, if they really show Doom 4 at Quakecon then we'll definitely know more about the potential of the engine. For now, I consider megatexture to be a single feature that doesn't determine anything else about the engine using it (also see Brink).