Obivously because no 3rd party developer has sufficient knowelage to use it. /jk,dont kill me guysWhat makes you think they dont when they say RSX lags behind?
Obivously because no 3rd party developer has sufficient knowelage to use it. /jk,dont kill me guysWhat makes you think they dont when they say RSX lags behind?
Can't they run this code on SPUs?
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.
One question about megatexture: The megatexture is essentially created from smaller tiles, so is it possible to have one tile that is made from a lower number of pixels than another? I know they are all wrapped onto the world geometry so that each tile takes the same amount of surface area. Just curious if there is a way they can save storage on disc without resorting to compression. For example, could you use higher resolution tiles for all of the areas where a player is most likely to travel and use lower resolution tiles for the areas that the player would view from afar? My understanding is that all tiles are the same fixed resolution, so whether you choose to take advantage of that resolution, or fill them with low resolution detail, they take up the same amount of disc space.
One question about megatexture: The megatexture is essentially created from smaller tiles, so is it possible to have one tile that is made from a lower number of pixels than another? I know they are all wrapped onto the world geometry so that each tile takes the same amount of surface area. Just curious if there is a way they can save storage on disc without resorting to compression. For example, could you use higher resolution tiles for all of the areas where a player is most likely to travel and use lower resolution tiles for the areas that the player would view from afar? My understanding is that all tiles are the same fixed resolution, so whether you choose to take advantage of that resolution, or fill them with low resolution detail, they take up the same amount of disc space.
This might answer your question.
TG: You seem to enjoy making games more for the 360 than the PS3.
JOHN CARMACK: Yeah. We put so much more effort into optimizing on the PS3.
TG: But you also said that Rage will look a lot better on the PS3.
JOHN CARMACK: Well, "a lot better" may be stretching it. All of the key scenes, the things anyone is going to take a screenshot of are going to look exactly the same on both platforms. They'll get the high quality compression. But if you go into some areas in the wasteland, like behind a fence where nobody will typically go and explore, this is where the 360 version may look a little blurry compared to the PS3.
The original source for this interview is no longer available but I managed to save this part of the interview from another post.
http://www.joystiq.com/2008/08/08/carmack-xbox-360-rage-a-little-blurry-key-scenes-same-as-p/
So does this means that those least traveled area will have a lower texel density(fancy word)on 360 because of the dvd space issue.
<snip> So what I'm thinking is that even though the open wasteland represent more sq/km compared to all the indoor levels, perhaps they aren't all that far apart in texture budget.
I wonder how true that really is. In principal yeah ever pixel can be unique, but in practice I figure there must be some cut&paste going on in the mega texture itself, otherwise it would take them eons to finish the art.
Yup, sounds likely:
http://cache-04.gawkerassets.com/assets/images/9/2010/06/1121rage2010_e3_4.jpg
Compare the two sections of the wall that frames the window in the center-right area of the picture. Not exactly 100% identical to each other, but it looks like it was cloned/copied from the other as a base.
Wow, if the game looks anything like that while running at 60 Hz, I will be truly amazed. I am talking about console versions
I see very low polygon character, flat objects (look at terrible texture ceiling pipes right of character head), stones on floor, etc.
This looks like they are doing Gears of War style with outlines for everything for cheap, fake depth look. Look at cell-shade style chain.
Also, even if engine has theoretical 100% unique texture, it is not practical for budget. Megatexture is a solution without a problem (except for certain unique cases).
I wonder if one can really compare the game to Botherlands with respect to gameplay?
Are there any informations regarding gameplay available: for instance...are there a gazillion of weapons? Can you level up your character and improve the stats like in Bortherlands?
Maybe people just bring up Bortherlands because of the similar setting?!
Hey first post apocalyptic world was synonym to Fallout.
Now its synonym to borderlands which before it got released was called a fallout 3 rip off. I think we will now make Rage synonym to post apocalyptic world.
Hey sorry but I really cannot understand your "rage" here?
You cannot deny that Bortherlands and Rage have a similar setting and both are supposed to be FPS. Botherlands is a full FPS with some role play elements. I would never compare this to Fallout with is a role play game with some (weired) FPS elements although it shares a similar setting.
At the end: I just asked if Rage is "just" a FPS or if Rage has some RPG elements attached on top?!
Wow, if the game looks anything like that while running at 60 Hz, I will be truly amazed. I am talking about console versions