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Carmageddon: Reincarnation will use Mega Texturing tech (Carmack RAGE tech)

Perkel

Banned
Update on C:R progress with screens

Here is interesting part:

We have a brand spanking new "deferred renderer" (which also supports Mega Texturing) that's been written from the ground up and is soon to be plugged in. At that point we'll be able to start applying final textures to car and track geometry using the updated tools, and know that what we're seeing is what we're meant to get! So look forward to much more sparkly spanky spunky screenshots and movies from the game... In The New Year!!™

So that will mean Rage and C:Reincarnation are now officially two games that use this technology.

Forgot Quake Wars! Also use it.

RAGE had amazing vistas so it is exiting that we see some other game using it. Share diversity of textures in RAGE was mindblowing.

RAGE porn screen:

rage_gc09_screenshot_3.jpg
 

subversus

I've done nothing with my life except eat and fap
I think the more interesting part is that they secured additional funding for the game.

Also megatexture is being used in some other games, I don't remember titles though.
 

JaseC

gave away the keys to the kingdom.
I think the more interesting part is that they secured additional funding for the game.

I'm tempted to lament the fact this apparently precludes the original intention to release the game incrementally, however we would have likely been waiting a year for the full game, anyway, so the end result isn't too different.

Also megatexture is being used in some other games, I don't remember titles though.

An early version of the technology was used in Enemy Territory: Quake Wars.
 

Perkel

Banned
I'm tempted to lament the fact this apparently precludes the original intention to release the game incrementally, however we would have likely been waiting a year for the full game, anyway, so the end result isn't too different.



An early version of the technology was used in Enemy Territory: Quake Wars.

What matter is right to IP. I doubt they resigned from it for more money.
 
It'd probably work better in a driving game than a shooter. You're locked to one direction for the most part so texture pop in shouldn't be as bad.
 

JaseC

gave away the keys to the kingdom.
What matter is right to IP. I doubt they resigned from it for more money.

It certainly wouldn't make much sense for the studio to purchase the IP back from Squeenix only to throw it away again just to over-deliver on what its kickstarter promised. :p
 

Perkel

Banned
I thought that tech was kinda garbage, and had alot of drawbacks.

RAGE proved it is amazing tech. If only it would be lead developed for PC effects would be mindblowing.

Now show a screen of what Rage looks like when you're within 50 feet of something :p

Yeah closeup textures sometimes look like shit but you must take into account that it was created mainly for consoles with very limited RAM space and PC version was just port.
 

JaseC

gave away the keys to the kingdom.
I thought that tech was kinda garbage, and had alot of drawbacks.

It's worth considering that Reincarnation won't be hamstrung by a misguided desire for PC-inclusive cross-platform parity and, most importantly, isn't using the virtualised texture tech seen in id Tech 5 but SSS' own variant of it.
 

BigTnaples

Todd Howard's Secret GAF Account
The problem with Mega textures is disk space and memory...



For this kind of game it should be great, also for Doom 4 if it is smaller scale.


We just don't have the tech right now for mega textures in a large world. They end up being way too low resolution...
 

JaseC

gave away the keys to the kingdom.
We just don't have the tech right now for mega textures in a large world. They end up being way too low resolution...

The tech is perfectly capable, it's just that a few X360-formatted DVD9s weren't enough for crisp textures in a game as large as Rage.

Edit: What id ought to have done is ditched the rather uninspired MP (a 60fps FPS without DM? Come on, id) and used that ~7GB of freed space to markedly reduce the abhorrent compression applied to the SP textures.
 

VariantX

Member
Megatextures should work fine for this game. Rage looks great from a distance, its when you get out of your vehicle and walk around and can see things up close that the textures look all muddy. Of course, im assuming its impossible for the player to exit the vehicle and go out on foot so these problems cant rear their head.
 

Drazgul

Member
Of course, im assuming its impossible for the player to exit the vehicle and go out on foot so these problems cant rear their head.

Always thought it'd be neat for Carmageddon MP if as a last-ditch effort you could escape your burning wreck of a vehicle to try and make it on foot. Maybe hijack one of those civ vehicles and try to reach some sort of respawn point and reclaim your actual vehicle.
 

v1oz

Member
The tech is perfectly capable, it's just that a few X360-formatted DVD9s weren't enough for crisp textures in a game as large as Rage.

Edit: What id ought to have done is ditched the rather uninspired MP (a 60fps FPS without DM? Come on, id) and used that ~7GB of freed space to markedly reduce the abhorrent compression applied to the SP textures.
Carmack himself said Rage didn't benefit too much from a high res texture pack (when someone asked for one on twitter).

And their own internal development build of Rage which has all the original uncompressed source textures takes up over 150gb plus of storage. Which means the source textures are huge not low res.

http://www.gamefront.com/carmack-no-high-res-texture-pack-for-rage-but-a-new-patch-on-the-way/
 

JaseC

gave away the keys to the kingdom.
Carmack himself said Rage didn't benefit too much from a high res texture pack (when someone asked for one on twitter).

And their own internal development build of Rage which has all the original uncompressed source textures takes up over 150gb plus of storage. Which means the source textures are huge not low res.

http://www.gamefront.com/carmack-no-high-res-texture-pack-for-rage-but-a-new-patch-on-the-way/

"Compression" was something of a poor word choice, but that doesn't negate my underlying point that the game's textures suffered by being created in accordance with the platform offering the least space.
 

Vert boil

Member
We'll have to wait and see if they put together some competent tools but it really isn't a good idea to force a larger technical barrier on a game that's future partly depends on end user making content for it.
 
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