David_020@Posted: Wed Aug 19, 2009 4:56 am : http://kotaku.com/5339057/carmack-ok-wi ... c-or-valveI can appreciate his position but it's sad that the only off-the-shelf engine solution for professional developers is Unreal. Only a small handful of developers use id tech now, Splash Damage and Infinity Ward being two of them. And Valve's Source engine just hasn't been used that much other than the modding community. Crytek's engine hasn't taken off yet outside of their own studio.
CrimsonHead@Posted: Wed Aug 19, 2009 6:00 am : So he's saying his business ethic is the same as his programming..."Keep it Simple". that does make for a hassle free lifestyle, but then again only he who dares wins, maybe he just does'nt care because he's already been ultra successful like 300 times over for something like 20 years now. How much success is enough? Of course though he is'nt the only one at id. It almost sounds as if he wants to retire or move on. That is most strange how now he is talking that licensing is'nt a big deal when in early interviews he was talking about how the versatility of it being cross-platform would be more tantalizing to prospective licensees...etc.
revility@Posted: Wed Aug 19, 2009 6:55 am : There's id's opinion, and then there is Carmack's.
Kristus@Posted: Wed Aug 19, 2009 10:31 am : It's much more common for studios or their umbrella corporations to make their own engines these days than in the 90ies.
However, I wish that Id would push their engine selling a bit more though. Because their engines just feel better than the competitions.
pbmax@Posted: Wed Aug 19, 2009 2:45 pm : Carmack needs id so he can pump money into Armadillo Aerospace. As soon as Armadillo Aerospace is profitable, he's done.
CrimsonHead@Posted: Wed Aug 19, 2009 11:18 pm : Kristus wrote:
It's much more common for studios or their umbrella corporations to make their own engines these days than in the 90ies.
However, I wish that Id would push their engine selling a bit more though. Because their engines just feel better than the competitions.
I've never had any problem with an id engine, a lot of other PC games I've bought suffered from game crippling bugs, or just would not run right out of the box. The name id has become synonomous with quality for me, I think a lot of it could be attributed how they always go until "when it's done", and they kept it small and the publishers worked for them instead of them slaving towards the publishers deadline and turning out a half finished product like we see happen all too often now. They always took the time to dot the
i's and cross the
t's, I wish more people would license idtech, Quake3 era for me was the golden age, all those great games back to back Q3, RTCW, MOH:AA, JKII, SOFII, I'd love to see that happen again with a new engine.
Kristus@Posted: Wed Aug 19, 2009 11:37 pm : pbmax wrote:
Carmack needs id so he can pump money into Armadillo Aerospace. As soon as Armadillo Aerospace is profitable, he's done.
Carmack already said that id is his job and Armadillo is his hobby. He's not gonna change that. FWIW, Armadillo is already making a profit. However marginal.
KCat@Posted: Thu Aug 20, 2009 1:24 am : David_020 wrote:
http://kotaku.com/5339057/carmack-ok-with-id-not-becoming-an-epic-or-valve
I can appreciate his position but it's sad that the only off-the-shelf engine solution for professional developers is Unreal. Only a small handful of developers use id tech now, Splash Damage and Infinity Ward being two of them. And Valve's Source engine just hasn't been used that much other than the modding community. Crytek's engine hasn't taken off yet outside of their own studio.
I've always been a fan of id's work since I found the original Doom. But to be honest, I'm actually more interested in CryEngine 3 than id Tech 5, this time around. Sure id Tech 5 has a nice thing going on with megatexture and breaking the texture budget (which would be *really* nice for my 256MB card that has been crying the last few years because of the texture sizes), but Crytek has been the one to push forward in fully real-time dynamic lighting.. something I wish id had done.
I just wish the CryEngine was based on OpenGL and other non-proprietary APIs like the id Tech engines were.
Kristus@Posted: Thu Aug 20, 2009 2:18 am : KCat wrote:
but Crytek has been the one to push forward in fully real-time dynamic lighting.. something I wish id had done.
They already did that, with Doom3 remember?
Anyway. There's nothing saying that real time dynamic lighting is out of the question for IdTech5. Just because they didn't use it in Rage.
The huge texture data makes it hard for Rage to go with it though. Because if they did. They'd have to at least double it, just to have the normalmaps. Not to mention that unlike Crytech, Id is interested in their games actually running well. :p
KCat@Posted: Thu Aug 20, 2009 2:47 am : Kristus wrote:
KCat wrote:
but Crytek has been the one to push forward in fully real-time dynamic lighting.. something I wish id had done.
They already did that, with Doom3 remember?
CE3 takes it much farther than Doom3, though. D3 had fully dynamic real-time lighting, yes, but they more or less stopped there. Crytek continued on with it (using deferred shading, SSAO, global illumination, etc), like I wish id did.
Quote:
Anyway. There's nothing saying that real time dynamic lighting is out of the question for IdTech5. Just because they didn't use it in Rage.
The huge texture data makes it hard for Rage to go with it though. Because if they did. They'd have to at least double it, just to have the normalmaps. Not to mention that unlike Crytech, Id is interested in their games actually running well. :p
I don't think they'd need to double the data.. as it is, RAGE has 3-channel RGB, and likely a 1-channel heightmap for parallax. Normal maps only need 2 channels. Though I still wouldn't see them getting up to CE3-quality since they don't have an interest in re-doing the rendering pipeline, and it's not able to do more than D3, and not even at the same level of efficiency. I imagine it'll still be largely pre-baked, but maybe with some enhancements for better dynamic shadow integration.
As well, CE3 actually has an eye on the current-gen consoles this time, unlike CE2, so I think they'll be more performance-minded. But time will tell on that.

BNA!@Posted: Thu Aug 20, 2009 7:50 am : pbmax wrote:
Carmack needs id so he can pump money into Armadillo Aerospace. As soon as Armadillo Aerospace is profitable, he's done.
The paranoia hate radio has spoken

.
Did you team up with "regulator" aka hostyle?
Tetzlaff@Posted: Fri Aug 21, 2009 6:10 pm : This was already kind of clear back when Doom3 got released. Doom3 was (despite what some whiners think) not a graphic demo and not intended to be one. The D3 engine was tailored for the game - dynamic lighting, dark atmosphere, GUI system, but on the other hand relatively low texture resolutions etc, so it was definitely not a "show off" bells and whistles engine like the Unreal engine always is.
The Unreal Engine 2 didn´t bring any real innovations technically, but it was like 2048 X 2048 sized textures for everything, loads of detail cluttered mapmodels, and hey look how that ragdoll is tumbling down that shaft with all that criss-crossing beams...
David_020@Posted: Wed Aug 19, 2009 4:56 am : http://kotaku.com/5339057/carmack-ok-wi ... c-or-valveI can appreciate his position but it's sad that the only off-the-shelf engine solution for professional developers is Unreal. Only a small handful of developers use id tech now, Splash Damage and Infinity Ward being two of them. And Valve's Source engine just hasn't been used that much other than the modding community. Crytek's engine hasn't taken off yet outside of their own studio.
CrimsonHead@Posted: Wed Aug 19, 2009 6:00 am : So he's saying his business ethic is the same as his programming..."Keep it Simple". that does make for a hassle free lifestyle, but then again only he who dares wins, maybe he just does'nt care because he's already been ultra successful like 300 times over for something like 20 years now. How much success is enough? Of course though he is'nt the only one at id. It almost sounds as if he wants to retire or move on. That is most strange how now he is talking that licensing is'nt a big deal when in early interviews he was talking about how the versatility of it being cross-platform would be more tantalizing to prospective licensees...etc.
revility@Posted: Wed Aug 19, 2009 6:55 am : There's id's opinion, and then there is Carmack's.
Kristus@Posted: Wed Aug 19, 2009 10:31 am : It's much more common for studios or their umbrella corporations to make their own engines these days than in the 90ies.
However, I wish that Id would push their engine selling a bit more though. Because their engines just feel better than the competitions.
pbmax@Posted: Wed Aug 19, 2009 2:45 pm : Carmack needs id so he can pump money into Armadillo Aerospace. As soon as Armadillo Aerospace is profitable, he's done.
CrimsonHead@Posted: Wed Aug 19, 2009 11:18 pm : Kristus wrote:
It's much more common for studios or their umbrella corporations to make their own engines these days than in the 90ies.
However, I wish that Id would push their engine selling a bit more though. Because their engines just feel better than the competitions.
I've never had any problem with an id engine, a lot of other PC games I've bought suffered from game crippling bugs, or just would not run right out of the box. The name id has become synonomous with quality for me, I think a lot of it could be attributed how they always go until "when it's done", and they kept it small and the publishers worked for them instead of them slaving towards the publishers deadline and turning out a half finished product like we see happen all too often now. They always took the time to dot the
i's and cross the
t's, I wish more people would license idtech, Quake3 era for me was the golden age, all those great games back to back Q3, RTCW, MOH:AA, JKII, SOFII, I'd love to see that happen again with a new engine.
Kristus@Posted: Wed Aug 19, 2009 11:37 pm : pbmax wrote:
Carmack needs id so he can pump money into Armadillo Aerospace. As soon as Armadillo Aerospace is profitable, he's done.
Carmack already said that id is his job and Armadillo is his hobby. He's not gonna change that. FWIW, Armadillo is already making a profit. However marginal.
KCat@Posted: Thu Aug 20, 2009 1:24 am : David_020 wrote:
http://kotaku.com/5339057/carmack-ok-with-id-not-becoming-an-epic-or-valve
I can appreciate his position but it's sad that the only off-the-shelf engine solution for professional developers is Unreal. Only a small handful of developers use id tech now, Splash Damage and Infinity Ward being two of them. And Valve's Source engine just hasn't been used that much other than the modding community. Crytek's engine hasn't taken off yet outside of their own studio.
I've always been a fan of id's work since I found the original Doom. But to be honest, I'm actually more interested in CryEngine 3 than id Tech 5, this time around. Sure id Tech 5 has a nice thing going on with megatexture and breaking the texture budget (which would be *really* nice for my 256MB card that has been crying the last few years because of the texture sizes), but Crytek has been the one to push forward in fully real-time dynamic lighting.. something I wish id had done.
I just wish the CryEngine was based on OpenGL and other non-proprietary APIs like the id Tech engines were.
Kristus@Posted: Thu Aug 20, 2009 2:18 am : KCat wrote:
but Crytek has been the one to push forward in fully real-time dynamic lighting.. something I wish id had done.
They already did that, with Doom3 remember?
Anyway. There's nothing saying that real time dynamic lighting is out of the question for IdTech5. Just because they didn't use it in Rage.
The huge texture data makes it hard for Rage to go with it though. Because if they did. They'd have to at least double it, just to have the normalmaps. Not to mention that unlike Crytech, Id is interested in their games actually running well. :p
KCat@Posted: Thu Aug 20, 2009 2:47 am : Kristus wrote:
KCat wrote:
but Crytek has been the one to push forward in fully real-time dynamic lighting.. something I wish id had done.
They already did that, with Doom3 remember?
CE3 takes it much farther than Doom3, though. D3 had fully dynamic real-time lighting, yes, but they more or less stopped there. Crytek continued on with it (using deferred shading, SSAO, global illumination, etc), like I wish id did.
Quote:
Anyway. There's nothing saying that real time dynamic lighting is out of the question for IdTech5. Just because they didn't use it in Rage.
The huge texture data makes it hard for Rage to go with it though. Because if they did. They'd have to at least double it, just to have the normalmaps. Not to mention that unlike Crytech, Id is interested in their games actually running well. :p
I don't think they'd need to double the data.. as it is, RAGE has 3-channel RGB, and likely a 1-channel heightmap for parallax. Normal maps only need 2 channels. Though I still wouldn't see them getting up to CE3-quality since they don't have an interest in re-doing the rendering pipeline, and it's not able to do more than D3, and not even at the same level of efficiency. I imagine it'll still be largely pre-baked, but maybe with some enhancements for better dynamic shadow integration.
As well, CE3 actually has an eye on the current-gen consoles this time, unlike CE2, so I think they'll be more performance-minded. But time will tell on that.

BNA!@Posted: Thu Aug 20, 2009 7:50 am : pbmax wrote:
Carmack needs id so he can pump money into Armadillo Aerospace. As soon as Armadillo Aerospace is profitable, he's done.
The paranoia hate radio has spoken

.
Did you team up with "regulator" aka hostyle?
Tetzlaff@Posted: Fri Aug 21, 2009 6:10 pm : This was already kind of clear back when Doom3 got released. Doom3 was (despite what some whiners think) not a graphic demo and not intended to be one. The D3 engine was tailored for the game - dynamic lighting, dark atmosphere, GUI system, but on the other hand relatively low texture resolutions etc, so it was definitely not a "show off" bells and whistles engine like the Unreal engine always is.
The Unreal Engine 2 didn´t bring any real innovations technically, but it was like 2048 X 2048 sized textures for everything, loads of detail cluttered mapmodels, and hey look how that ragdoll is tumbling down that shaft with all that criss-crossing beams...