Foebane72 Posted February 13, 2020 The big thing about id Techs 5 and 6 were Megatextures, basically massive single texture files that resulted in incredible amounts of detail on walls, floors, etc, with no repetition. However, they were prone to "texture pop in", when the player looked in a certain direction and the engine had to load in the textures not previously loaded. It was awful in id Tech 5, but improved somewhat in id Tech 6. However, id Tech 7 has now done away with it altogether, even though it has even more unique detail in the textures. So how are the textures organised now? Are they attached to portions of the map, broken up into smaller, more manageable pieces? I have no idea how it works. Anyone know? 0 Quote Share this post Link to post
snapshot Posted February 13, 2020 (edited) Take a look at this, less pop-ins and more details: Edited February 13, 2020 by sluggard 0 Quote Share this post Link to post
sleepiii Posted February 13, 2020 27 minutes ago, sluggard said: Take a look at this, less pop-ins and more details: Key thing he says is this was running on a 2080ti so we'll see how well it runs on xb1, PS4 and even more importantly the switch 0 Quote Share this post Link to post
snapshot Posted February 13, 2020 (edited) I imagine they'd have to downgrade some of their assets to get it to run on Switch and cap the FPS and change some other things like they did with 2016, but I'm no game developer so we'll see. Edited February 13, 2020 by sluggard 0 Quote Share this post Link to post
Foebane72 Posted February 13, 2020 "Doom 2016 marked id Software's return to form as both a game and technical powerhouse" Excuse me, Doom 3 was a technical powerhouse as well, don't pretend otherwise. 1 Quote Share this post Link to post
snapshot Posted February 13, 2020 (edited) 7 minutes ago, Foebane72 said: Doom 3 was a technical powerhouse as well, don't pretend otherwise. I don't think they are pretending otherwise though? I took it more as "they did this before, and now they're doing it again" Edited February 13, 2020 by sluggard 1 Quote Share this post Link to post
Foebane72 Posted February 13, 2020 13 minutes ago, sluggard said: I don't think they are pretending otherwise though? I took it more as "they did this before, and now they're doing it again" Maybe they meant it was technically outstanding, but slightly lacking as a "true" Doom experience. My quote had the word "both", from the video. That's what I'm thinking, anyway. 0 Quote Share this post Link to post
TheRedTide Posted February 13, 2020 Yes, they have ditched support for Mega Textures. 0 Quote Share this post Link to post
Quasar Posted February 13, 2020 55 minutes ago, Foebane72 said: "Doom 2016 marked id Software's return to form as both a game and technical powerhouse" Excuse me, Doom 3 was a technical powerhouse as well, don't pretend otherwise. Pretty sure they were comparing it to Rage, the previous title, which technically speaking, was a flop with how the video cards of the day couldn't provide a stable experience, and it sacrificed such id staples as 60 FPS to even do the paltry bit it did. 0 Quote Share this post Link to post
Foebane72 Posted February 13, 2020 6 minutes ago, Quasar said: Pretty sure they were comparing it to Rage, the previous title, which technically speaking, was a flop with how the video cards of the day couldn't provide a stable experience, and it sacrificed such id staples as 60 FPS to even do the paltry bit it did. Good point, I forgot about Rage. I played it back in the day, but didn't like the RPG elements or the endless racing (among other things) and had to force myself to complete it, and I never touched it again. I don't give a toss about Rage 2 as a result. 0 Quote Share this post Link to post
JBerg Posted February 13, 2020 4 minutes ago, Foebane72 said: I don't give a toss about Rage 2 as a result. The game is kind of meh, it doesn't even use idtech. It's Avalanche's Apex engine. 0 Quote Share this post Link to post
TheRedTide Posted February 13, 2020 I'm probably the only here that legit loves Rage 1. I shame I couldn't get RAGE 2 to run on my Laptop even tho it's within its requirements. 2 Quote Share this post Link to post
Novaseer Posted February 13, 2020 49 minutes ago, Foebane72 said: Good point, I forgot about Rage. I played it back in the day, but didn't like the RPG elements or the endless racing (among other things) and had to force myself to complete it, and I never touched it again. I don't give a toss about Rage 2 as a result. Rage 2 is basically Rage 1's open world plus new age Doom's combat. It's fun if you're in it for the combat alone but if you care about the other stuff, yeah I'd pass on it. 0 Quote Share this post Link to post
TheRedTide Posted February 14, 2020 7 hours ago, Novaseer said: Rage 2 is basically Rage 1's open world plus new age Doom's combat. It's fun if you're in it for the combat alone but if you care about the other stuff, yeah I'd pass on it. So it's a devoid of shit to do on it other than vehicular combat? That's kinda disappointing tbh, Avalanche's games have been severely criticized since Just Cause 3, then 4 with all of their immense performance issues. In fact, I heard that RAGE 2's sales were not all that hot and that was what cost Tim Willit's job at Id Software. 0 Quote Share this post Link to post
oCrapaCreeper Posted February 14, 2020 It was definitely one of the first things they needed to do to steer the game to being mod-friendly one day. 0 Quote Share this post Link to post
igg Posted February 14, 2020 7 hours ago, TheRedTide said: In fact, I heard that RAGE 2's sales were not all that hot and that was what cost Tim Willit's job at Id Software. I don't remember reading anywhere about that, but this was also one of my theories. Rage 2 failed while Doom 2016 was a success. Do you know who was the design lead of the initial Doom 4? 0 Quote Share this post Link to post
Dubbag Posted February 14, 2020 (edited) 22 hours ago, Foebane72 said: The big thing about id Techs 5 and 6 were Megatextures, basically massive single texture files that resulted in incredible amounts of detail on walls, floors, etc, with no repetition. However, they were prone to "texture pop in", when the player looked in a certain direction and the engine had to load in the textures not previously loaded. It was awful in id Tech 5, but improved somewhat in id Tech 6. However, id Tech 7 has now done away with it altogether, even though it has even more unique detail in the textures. So how are the textures organised now? Are they attached to portions of the map, broken up into smaller, more manageable pieces? I have no idea how it works. Anyone know? That was my only grip with Doom 2016, the texture pop-in was horrendous. There was some screen tearing issues at release but they fixed that with a patch i believe. Edited February 14, 2020 by Dubbagdarrel 0 Quote Share this post Link to post
snapshot Posted February 14, 2020 (edited) I didn't notice it in Doom 2016, at first I thought they did away with Megatextures but it turns out they didn't, I don't remember where I read it but there was an article talking about technical details of Doom 2016 and how they improved texture streaming. E: nevermind, my memory is fuzzy, it doesn't talk about improved texture streaming but it does talk about texture streaming. Edited February 14, 2020 by sluggard 0 Quote Share this post Link to post
Gez Posted February 14, 2020 5 hours ago, igg said: Do you know who was the design lead of the initial Doom 4? Kevin Cloud was "creative director" for Doom 4 1.0. He eventually ceded the post to Hugo Martin, who changed direction to arrive at the Doom 2016 we have. 1 Quote Share this post Link to post
TheRedTide Posted February 14, 2020 (edited) 6 hours ago, igg said: I don't remember reading anywhere about that, but this was also one of my theories. Rage 2 failed while Doom 2016 was a success. Do you know who was the design lead of the initial Doom 4? EDIT: Kevin Cloud, as Gez has stated above me. Edited February 14, 2020 by TheRedTide 0 Quote Share this post Link to post
Nevander Posted February 14, 2020 Good. Never cared for megatextures because they just bloated file sizes and made texture loading slower. 1 Quote Share this post Link to post
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