It's the follow-up engine.
It's built from the previous one, but they dropped megatextures, and worked on modernizing the rendering engine a lot, among the other types of upgrades you'd expect.
Where did they say that they've dropped the megatextures?
Where did they say that they've dropped the megatextures?
Otherwise Pete Hines' statement doesn't make much sense: http://www.neogaf.com/forum/showthread.php?t=1066174
Glad to see that they're still leaders in graphics techBased id.
Still? They haven't been for a while.Glad to see that they're still leaders in graphics tech
The benchmarks of the Beta showed that it favored AMD hardware. Admittedly, that is still a Beta and they probably haven't finished optimising everything, but could be interesting if they are going for a rendering approach that works better with AMD's GCN and less so on Kepler and Maxwell.
Battlefront might be
The same was said about the engine Battlefront is using.
Battlefront isn't 1080p.
http://www.neogaf.com/forum/showthread.php?t=1066174
They presumably use something akin to this now given there are still references to virtual textures: http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Chen_Ka_AdaptiveVirtualTexture.pdf
whats wrong with 60fps? the Alpha felt great in 60
I'm assuming they switched to the modernized version of the concept we see in newer games like current Frostbite titles or Far Cry 4: http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Chen_Ka_AdaptiveVirtualTexture.pdf
Otherwise Pete Hines' statement doesn't make much sense: http://www.neogaf.com/forum/showthread.php?t=1066174
id Tech 6 still uses virtual textures. One of the data folders for the alpha is literally "virtualtextures" a la Rage and Wolf14 (I'd say The Evil Within, too, but that I don't have installed).
Where did they say that they've dropped the megatextures?
whats wrong with 60fps? the Alpha felt great in 60
Our goal is to be the best-looking game at 1080p at 60fps.
Please, developers...code with this goal!
Our goal is to be the best-looking game at 1080p at 60fps.
Please, developers...code with this goal!
Nothing is wrong with 60fps, but running a game at 60fps on a closed hardware platform demands sacrifice.
Weren't the PC benchmarks for this pretty bad? I mean I think the 1920x1080 fps with SLI 980ti's was like 50-60fps average. Could have read that wrong but that's what I got from the graph.
I'm hoping this is a joke post but I fear not.Not exactly fair to downgrade the PS4 version just to get 1080p @ 60fps on Xbox One is it?
Not exactly fair to downgrade the PS4 version just to get 1080p @ 60fps on Xbox One is it?
Every game uses virtual textures, "virtual" in a programming context usually refers to data (or behavior, as in virtual methods) that isn't resolved until the data is actually needed. So when the game engine sends a command like "render this texture on this tree in this location", it doesn't actually know what texture is going to be drawn until after it happens. This is basically how all open-world games are designed: They have default super low-res versions of the textures that render when the player is far away, as well as sexy HD textures that render when the player is close up.
Nothing is wrong with 60fps, but running a game at 60fps on a closed hardware platform demands sacrifice.
I don't think so. The structure is exactly the same: one large texture page file for one level. Additionally, virtual texturing as seen in id Tech 5 doesn't entirely preclude dynamic lighting as The Old Blood has it to some degree. I'd say Hines was either out of his depth or simply misspoke.
I thought idtech 5 was very impressive on release. People were blown away by Rage's visuals as I recall. When did they fall from the forefront of graphics tech innovators?Still? They haven't been for a while.
This is them clawing their way back.
I don't think so. The structure is exactly the same: one large texture page file for one level. Additionally, virtual texturing as seen in id Tech 5 doesn't entirely preclude dynamic lighting as The Old Blood has it to some degree. I'd say Hines was either out of his depth or simply misspoke.
I'm hoping this is a joke post but I fear not.
Well, it wouldn't be be the first time Hines said incorrect things...
Pushing as good graphics as possible also demands sacrifices.Nothing is wrong with 60fps, but running a game at 60fps on a closed hardware platform demands sacrifice.
Pushing as good graphics as possible also demands sacrifices.
Not exactly fair to downgrade the PS4 version just to get 1080p @ 60fps on Xbox One is it?
Sure, but the Doom alpha having the very same folder and file structure as id Tech 5 games strongly suggests that id Tech 5's flavour of virtual textures has not changed under id Tech 6.
If someone forgot there is some Doom 4 alpha tests
Because games only have resolution and framerate.
Every game uses virtual textures, "virtual" in a programming context usually refers to data (or behavior, as in virtual methods) that isn't resolved until the data is actually needed. So when the game engine sends a command like "render this texture on this tree in this location", it doesn't actually know what texture is going to be drawn until after it happens. This is basically how all open-world games are designed: They have default super low-res versions of the textures that render when the player is far away, as well as sexy HD textures that render when the player is close up.
The original thread already had several people go over why the alpha benchmarks should not be looked at. They are not how the final game will preform and I can personally attest that the real alpha performance was much much better than the leaked oneIf someone forgot there is some Doom 4 alpha tests