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John Carmack "not all that excited" by next-gen hardware

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Re: John Carmack "not all that excited" by next-gen hardware

#41
post #13

Earlier quoted context omitted.

Exactly. First I didn't understand why MegaTexture was implemented in a production-ready game (Rage) because it made lots of texture look like a decade old, but I guess Carmack sees the future in it.

Rage was a huge shame (tech wise). They needed to be able to ship more data to make the tech really shine. The game was 3 DVDs as it was but it needed to something more like 8 or 9 DVDs. It just feels like such a shame for the graphics to look bad for want of the ability to ship data to the customer.

Hm. I only played the PS3 version, but was actually impressed by the graphics. Not only does it look great, it runs smooth as butter, especially when moving. I don't think the Rage engine was ever built for still shots, but in movement, it think it is gorgeous.

Re: John Carmack "not all that excited" by next-gen hardware

#42

Earlier quoted context omitted.

Let us not forget Unreal which was arguably better than quake at the time from a technology standpoint... However, I find that the gaming experience peaked with Unreal Tournament. Its been about appearance over substance since (apart from tribes 2). Stop whinging about the tech and make something fun again!

The orignal UT was so fun. The later ones tried to be Halo and suffered for it.

I am a bit sad that UT3 was such a commercial failure, because it went back to the old UT feel in many aspects.

Also, it had the hoverboard, which made VCTF so much more fun. It didn't reintroduce the Ripper, though.

Re: John Carmack "not all that excited" by next-gen hardware

#43

I love how Carmack is constantly pushing the industry forward. He made raycasting engines when everyone else was still doing 2D stuff. He made fully 3D games when everyone else was still using raycasting. He built a game engine with completely dynamic lighting, when everyone else was still relying on lightmaps and some cheap hacks. Arguably Duke Nukem 3D looked better than Quake, but polygonal was the future. Half-Li…

> Arguably Duke Nukem 3D looked better than Quake, but polygonal was the future. Half-Life 2 looked better than Doom 3, but dynamic lighting was the future. Maybe so but almost 10 years later and half-life 2 is still more enjoyable than doom3. Quake1 and quake3 are the only id games that are remembered not only for their tech advancements (and of course, commander keen). Now if we had had source engine facial and bod…

> Quake1 and quake3 are the only id games that are remembered not only for their tech advancements (and of course, commander keen).

I would say that Doom belongs at the top of that list.

Re: John Carmack "not all that excited" by next-gen hardware

#44
Can you see how gamers might empathise with this but as a corollary?

`gamers "not all that excited" by next-gen gaming engine`

Rage was a boring game, built on a series of boring games that were seemingly more often developed as a showcase for licenees than for gamers.

Re: John Carmack "not all that excited" by next-gen hardware

#45
post #37

Earlier quoted context omitted.

Depends if you like hats :) I don't :( Actually I was a little disappointed by all the upselling when they made it free to play on Steam. UT was "buy CD for 20 quid" and then waste 4 years of my life (and many vodka and dominos soaked attendances as Multiplay i-series events in the UK).

The UT and Q3A days were a classic time for competitive PC gaming! I loved them both but Q3 (specifically duelling) had an extra touch of class in my eyes. TF2 is a weird one. I think it's undoubtedly a 10/10 game, but all the evolution since release has made the experience a bit "bloated", to use a normal software term. It's almost as if the game has had too much support for its own good.

I can see where you are coming from, but those extra stuff does add depth to the game once you learn all the new weapons. Granted, this is coming from somebody who plays a lot of TF2, but the "too many options" problem goes away certainly after 30 hours of playing, and often much less.

Re: John Carmack "not all that excited" by next-gen hardware

#46
post #30

Earlier quoted context omitted.

The orignal UT was so fun. The later ones tried to be Halo and suffered for it.

I liked UT in its day, but isn't TF2 the current gold-standard?

TF2 is a very different style of FPS, except maybe for scout and soldier.

Re: John Carmack "not all that excited" by next-gen hardware

#47
post #19
post #17

I knew someone working in VR about 20 years ago, and the big problem then was latency - if there's too much delay between when your head moves and the scene is rendered at the new orientation, it just doesn't work. IIRC the eyes are sensitive, in this respect, to delays of less than a movie frame's 1/24 sec. Carmack is both very concerned and very knowledgeable about latency in rendering, so it seems likely that he's…

He's talked about this exact issue and is addressing it. http://www.pcgamer.com/2012/06/06/john-carmack-is-making-a-v...

Another video from E3:

http://www.giantbomb.com/e3-2012-john-carmack-interview/17-6...

Re: John Carmack "not all that excited" by next-gen hardware

#48
post #30

Earlier quoted context omitted.

The orignal UT was so fun. The later ones tried to be Halo and suffered for it.

I liked UT in its day, but isn't TF2 the current gold-standard?

When I tried playing it, it was a very confusing experience. The built in tutorial was very simple, and the actual game didn't resemble it much at all. I gave up.

Re: John Carmack "not all that excited" by next-gen hardware

#49

Earlier quoted context omitted.

The orignal UT was so fun. The later ones tried to be Halo and suffered for it.

I think you nailed it there. I agree entirely. I occasionally crank up original UT and play on Facing Worlds for a bit ;-)

Ahhh facing worlds. I loved playing sniper on that map. Not as challenging as some of the other maps but tons of fun.
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