Luminescent said:
It's all a matter semantics and how you define revolutionary. IMHO Doom 3 is a revolutionary game engine; it may not be the opinion of a well-versed engine programmer, but of an avid enthusiast who can understand and interpret the direction/development of real-time rendering in retrospect.
I think it's more about making a distinction between an engine, a game and a rendering subsystem.
If you break it down, it's something like this:
Doom3 the game: Immersive experience because of novel use of light and shadows. Revolutionary? Perhaps.
Doom3 the engine: Limited in its applications, but at the moment the most advanced one for Doom/Quake style FPS. Weak AI, physics not as nice as for example Max Payne 2. Not revolutionary.
Doom3 the rendering subsystem: Not significantly different from the ones used for Tenebrae or 3DMark03 for example, not such a big deal.
Doom 3 may use hacks/techniques that were around long before, but it was a bold move in that no other game before it used the phong shading model for every pixel in addition to a robust (robust meaning a singular implementation for all but 2 game instances) shadow algorithm for the dynamic shadowing of pixels based on light occlusion data. It is real-time scanline rendering's priliminary attempt (or parody, however you may see it) at dynamic global illumination. In this attempt, inderect lighting was unaccounted for, probably because it would'nt have been dynamic. Therefore Doom 3 represents, to some degree, how accurately rendering can be, at this point in time, when rendering everything dynamically and scalably is paramount.
As said before, it does stuff that was possible on GeForce256. Doom3 represents what was possible back then, we can do somewhat more today. If you look at HalfLife2, UE3.0 and 3DMark05, you see some of the things that today's hardware is already capable of, but that Doom3 doesn't use yet... Some examples would be softshadows, HDR lighting, offset mapping...
One can claim that level design was artistically taylored to the rendering engine, which is true to some extent, but the gist of having a unified lighting and shadowing algorithm was there. If Doom 3 would not have made the move, we would be continuing to see games which offered dynamic lightmaps on characters with precomputed static lighting on many models and game environments.
If Doom3 would not have made the move, others would have. And others did, before Doom3 was released. Most notably Tenebrae and 3DMark03. The main technology has been around since the 70s, we've just been waiting for the hardware to arrive that makes it happen (in fact, 3DMark99 already contained a scene which applied shadowvolumes and a projected spotlight).
That's my entire point about Doom3 not being revolutionary. It was the obvious next step with the programmable hardware of recent years.
The same thing with shadowmaps... They have also been around for ages, but weren't feasible on hardware until recently... Now if we would get the first completely robust algorithm for shadowmaps, that would be revolutionary. I'm not going to hold my breath though.