Author Topic: id Tech 666 rendering presentation from SIGGRAPH 2016  (Read 1548 times)

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motorsep

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nbohr1more

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Re: id Tech 666 rendering presentation from SIGGRAPH 2016
« Reply #1 on: August 04, 2016, 01:58:10 PM »
Pretty neat stuff but there's nothing there to excite old Carmack fans other than the dynamic resolution scaling tech.
Most of the other new stuff is building on techniques developed at Crytech or new mainstream developer trends ( Clustered Rendering is hot now ).

Though I will admit that it's neat to see Megatexture getting used for light-map and shadow-map management. This was discussed long long ago at Doom3world
and The Dark Mod forums as an interesting way to hack the feature into Doom 3. As I recall, Doom 3's megatexture implementation is as bad or worse than
the ETQW version where vertical UV and pixel density is stretched so it's not a fully 3D solution but I suppose an artist could workaround that by convolving the
environment model flat then replacing the bake images from the 3D representation with the flat representation. No tool to handily achieve that though.

motorsep

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Re: id Tech 666 rendering presentation from SIGGRAPH 2016
« Reply #2 on: August 04, 2016, 03:55:33 PM »
So, id Tech 6 runs at 120+ fps with Vulkan (60+ fps with OpenGL), with all the eyecandy that is there and you shrugging it off simply because it wasn't Carmack who did all that? oookaaayyy

The way I see it, id tech 6 is a pinnacle of engine design. Looks superb, has virtual texturing that doesn't pop (much), runs fast even on my ancient PC. What Carmack was going to do in id tech 6 would put engine into a shithole and would yield yet another disappointing game from idSoftware. New idSoftware revamped engine in a short period of time and delivered one of the best game in the generations.

Oh well, id tech 4 community has never been happy unless it's about id tech 4 and Doom 3  ::)

VGames

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Re: id Tech 666 rendering presentation from SIGGRAPH 2016
« Reply #3 on: August 04, 2016, 05:38:09 PM »
Hey hey don't include me in that. I love this Doom and its engine way more then Doom 3 and idtech 4. Snapmap is freaking awesome to use. This game is perfect as is. I just want to make more maps to make the experience last longer.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

nbohr1more

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Re: id Tech 666 rendering presentation from SIGGRAPH 2016
« Reply #4 on: August 04, 2016, 05:51:19 PM »
I didn't mean to knock the engine, it's a great technical achievement to be sure. It's just hard to say whether
anything from the Id Tech lineage was really responsible for it's greatness. If the engine is 70% Crytech now,
why not just use Crytech (etc) or keep tabs on what Crytech will come up with next?

Still, Megatexture has been pretty well vindicated now...

(though it was only idiot end-users and clueless benchmark sites who were short-sighted
enough to believe that Megatexture was some sort of mega-failure and would never be used again...
all during that time they were apparently in cognitive dissonance about the fact that most other engine developers
were exploring similar tech...).

What would get a big rise outta me?

1) A promise to release the source code :)
2) Some sort of megatexture for geometry (the original anticipated Id tech 6 feature)
3) Some more aggressive move toward Raytracing

motorsep

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Re: id Tech 666 rendering presentation from SIGGRAPH 2016
« Reply #5 on: August 05, 2016, 12:03:33 AM »
1) A promise to release the source code :)

After working with GPL engines for a looooong while, I still don't see how this helps at all  ???

2) Some sort of megatexture for geometry (the original anticipated Id tech 6 feature)

You can do instancing / batching using same mesh (but scaled / deformed), but to do unique geometry you would need to "bake" all unique meshes into a surface, then use some clever culling. That doesn't solve memory usage though. It's impractical.

3) Some more aggressive move toward Raytracing

That ain't going to happen any time soon. Not only Carmack said it, but also all lead engine techs from iD, Crytek, EA, etc.

Why would you need raytracing anyway? I think better game design coupled with better AI and input (and moving away from 2D to VR) is where industry should be heading. Raytracing won't solve uncanny valley effect and with that, no matter how photorealistic visuals will get it wouldn't be attractive.

VGames

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Re: id Tech 666 rendering presentation from SIGGRAPH 2016
« Reply #6 on: August 05, 2016, 08:15:17 AM »
I think the engine is fine graphics wise. I want to see more attention on the effects. Like adding PhysX Flex to the game would be awesome. Better gore like in KF2. The gore is awesome already but it could be better. Plus Doom is all about NVidia so why not incorporate PhysX features.
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motorsep

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Re: id Tech 666 rendering presentation from SIGGRAPH 2016
« Reply #7 on: August 05, 2016, 10:04:03 AM »
Plus Doom is all about NVidia so why not incorporate PhysX features.

Actually it's more about AMD nowadays. Vulkan implementation came for AMD first, fully, and for Nvidia there is still no async compute.

And this is from FAQ: "Vulkan is not currently supported on NVIDIA GPUs with 2 GB of RAM on Windows 7 or on the GTX 690.  Users with these GPUs need to run DOOM on the OpenGL graphics API."

So, I am shit out of luck on this one.

VGames

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Re: id Tech 666 rendering presentation from SIGGRAPH 2016
« Reply #8 on: August 05, 2016, 10:13:04 AM »
Well it works on my GPU and it's awesome. PhysX needs to be added for more enhanced gore.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500