RAGE: That's actually what you do when trying to get the PC version to work

I wish id would just drop OGL entirely. How hard can it be to re-write the renderer to use DX instead? That they're still using OGL in this day and age is nearly unpardonable.
 
I wish id would just drop OGL entirely. How hard can it be to re-write the renderer to use DX instead? That they're still using OGL in this day and age is nearly unpardonable.

It's not the renderer apparently, it's all their in-house tools they don't want to have to rewrite. IIRC, Carmack said they'd be moving to DX as the primary development platform in their next engine.
 
isnt the ps3 ogl ?
so it makes sense but , why cant they make the game renderer independent like unreal where you have the renderer in a seperate dll eg: OpenGlDrv.dll, D3DDrv.dll ect
 
It's not the renderer apparently, it's all their in-house tools they don't want to have to rewrite.
Hum, maybe I'm dense (probably), but what tools require the game to use OGL API when running on customers' computers...?

Raven managed to retrofit DX onto Wolfenstein, then id with its all-round bigger brains and greater resources could do the same with Rage methinks. :p
 
Hum, maybe I'm dense (probably), but what tools require the game to use OGL API when running on customers' computers...?

Raven managed to retrofit DX onto Wolfenstein, then id with its all-round bigger brains and greater resources could do the same with Rage methinks. :p


AFAICR, that's what Carmack said in some Rage tech interview I read somewhere. I'd guess that it's like the Crytek editor where you build levels and paint the megatextures directly into the game world from inside the game engine.

Ahh, here's the interview:

It is really just inertia that keeps us on OpenGL at this point,' Carmack told us. He also explained that the developer has no plans to move over to Direct3D, despite its advantages.

'OpenGL still works fine,' said Carmack, 'and we wouldn’t get any huge benefits by making the switch, so I can’t work up much enthusiasm for cleaning it out of our codebase. If it was just a matter of the game code, we could quite quickly produce a DirectX PC executable, but all of our tool code has to share resources with the game renderer, and I wouldn’t care to go over all of that for a dubious win.'
 
ID should have build a engine that works, not one that doesnt and than expect others to come up with fixes to make it work.

That's one way of looking at it. I expect the IHVs to have working drivers for major releases. NVIDIA had working drivers day 1 so obviously it's not impossible.
 
That's one way of looking at it. I expect the IHVs to have working drivers for major releases. NVIDIA had working drivers day 1 so obviously it's not impossible.

No they didn't. There were texture popping issues, a new driver released, ini file changes posted by Nvidia. So it looks like Nvidia got themselves sorted out more fully, and more quickly than AMD, even though they had similar issues running Rage.
 
No they didn't. There were texture popping issues, a new driver released, ini file changes posted by Nvidia. So it looks like Nvidia got themselves sorted out more fully, and more quickly than AMD, even though they had similar issues running Rage.
No the issues were not similar at all.

I ran the game on a GTX 560 and a 6950 on day 1. The 6950 did not work properly - it ran at 20 fps at 1080p, textures were corrupted and it was unstable. I spent hours on the GTX 560 and it was rock solid, 60 fps and there were no visual anomalies. In addition, the inherent texture pop-in of Rage is minimized on fast NV hardware because GPU transcode is available. On the 560 the game felt polished and complete whereas the 6950 simply wasn't usable for about a week.

The only NV issue I am aware of is that they had vsync forced off in the app profile because the sync-tear feature was buggy or something like that. If you turned vsync on it could cause occasional menu corruption. I forced normal vsync on myself and it worked fine. Considering it seems like most gamers either don't notice vsync or force it off I don't know how many people noticed this anyway.

The Rage patch that came out and added the large texture cache option replaced the NV tweak article suggestions. The point of those tweaks was to enlarge the texture cache to reduce the Rage launch version's pop-in because it wasn't using enough VRAM as a cache. The game had really barebones option settings initially requiring ini tweaking.
 
No they didn't. There were texture popping issues, a new driver released, ini file changes posted by Nvidia. So it looks like Nvidia got themselves sorted out more fully, and more quickly than AMD, even though they had similar issues running Rage.

The game worked well on NVIDIA hardware day 1. NVIDIA has since further improved the situation. Never did NVIDIA hardware have the problems that AMD hardware experiences to this day.

I'm no NV fanboy. My last GPU purchase came down to a 4870 or GTX260. I went with the 260 since the two cards performed roughly the same and the 260 had almost twice the VRAM. Turned out to be a very good decision IMO.
 
Actually using that logic it's closer to being all car makers should make cars that can be run on readily available fuel (gasoline, diesel, or electricity). And isn't that exactly what they do?
 
Not really. The road network (IHV) are generally good enough to get just about everywhere without needing extreme vehicals.

What ID did is, is come up with a car that isn't capable of driving on roads that are generally accepted to be good enough quality.
 
id built an OpenGL engine. AMD's OGL drivers are not good. I don't blame id for this.
 
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