ID Tech 5 is bad engine isn't it?

futurefields

Diamond Member
Jun 2, 2012
6,470
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No multi-gpu support, no anti-aliasing support, no ambient occlusion, no parralax occulusion mapping, 60fps cap, buggy megatexturing, generally below average performance, the list goes on. I will never buy another game running this engine.
 

JeffMD

Platinum Member
Feb 15, 2002
2,026
19
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Way to go trashing an engine that hasn't been updated in many years. -_- I don't think you have to worry about too many games using it, we saw 2 this year probably because they were started back in 2010 and kept getting dropped and picked up again. No one else is releasing a game using it.
 

frowertr

Golden Member
Apr 17, 2010
1,372
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Wolfenstein looked great I thought. It didn't suffer from any of the Rage issues I can remember.
 

PrincessFrosty

Platinum Member
Feb 13, 2008
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www.frostyhacks.blogspot.com
It's a very innovative engine that has been around for many years and powered a lot of very good games. The recent changes such as mega texture was designed largely in part to deal with the horrible lack of memory that consoles had, it's job was not to make the best looking game possible but overcome the texture limitations of aging or under powered systems such as consoles.

Things like the 60fps cap can be removed, and multi-gpu support is a problem with the vendors of GPUs and not the game engine, the game engine makes OpenGL calls which the GPUs service, if the vendors can't balance those calls correctly across multi-GPU then that their issue.

I think a generally below average performance is unfair considering the huge amount of texture data that goes into IDtech5 maps, we don't have anything to compare it against that uses the sheer volume of unique textures, so to say it has below average performance isn't really fair.
 

futurefields

Diamond Member
Jun 2, 2012
6,470
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It's only powered two games, Wolfenstein and The Evil Within. Why do they keep using OpenGL rather than DirectX? Is it political?
 

Rakehellion

Lifer
Jan 15, 2013
12,181
35
91
No multi-gpu support, no anti-aliasing support, no ambient occlusion, no parralax occulusion mapping, 60fps cap, buggy megatexturing, generally below average performance, the list goes on. I will never buy another game running this engine.

Some of these things are not even true.
 

futurefields

Diamond Member
Jun 2, 2012
6,470
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"OpenGL has had new versions released over the last few years, but where it has fallen behind is in innovation and features. Originally it set the bar, but DirectX caught up and then carried on innovating with every version. It has reached a point where OpenGL + extensions can still offer up a decent API, but DirectX is basically better.

If a number of respected figures in the games industry said this then it would probably pass under the radar of everyone except other developers. But when John Carmack talks about technology and preferences everyone listens because he has always been at the forefront of graphics technology. This is proven just by looking back at what Carmack and id have achieved with their own game engines and the forthcoming id Tech 5.

Microsoft shouldn’t start celebrating yet, though. Even though Carmack prefers DirectX he won’t be using it any time soon. Although he could easily port the final game executables of id titles over to the API, the engine and its tools are all using OpenGL and that’s not a code base Carmack wants to sit down and change over to DirectX just for the sake of it.

What this does suggest, however, is that id Tech 6 may be the first id Software DirectX-focused engine."

http://www.geek.com/games/john-carmack-finally-prefers-directx-to-opengl-1326739/


Welp there it is I suppose, has nothing to do with what is the better API. They continue to use OpenGL because they don't want to spend the time/resources changing their tools over.
 

Fox5

Diamond Member
Jan 31, 2005
5,957
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I thought ID Tech 5 was pretty technically impressive. At least for Rage it ran fast and looked great. And the megatexture technology is pretty innovative, and was even adopted for directx.
 

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
It's only powered two games, Wolfenstein and The Evil Within. Why do they keep using OpenGL rather than DirectX? Is it political?

DirectX is a Microsoft technology. OpenGL is not. OpenGL should be used over DX whenever possible.
 

mmntech

Lifer
Sep 20, 2007
17,501
12
0
OpenGL is still widely used for consoles and mobile. While the PS4 has some DirectX 11 support, it's only Xbox that uses it exclusively. A lot of non-gaming 3D rendered applications use OpenGL as well.

I'm not sure what the the visual advantages are between the two. Though apparently OGL puts devs closer to the metal. That's important with embedded systems like consoles and handhelds. Stuff that has a long upgrade cycle.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,153
504
126
It's only powered two games, Wolfenstein and The Evil Within. Why do they keep using OpenGL rather than DirectX? Is it political?

Cross-platform support. Writing in OpenGL means they don't have to change the code for Linux/OS-X/Android.
 

Raduque

Lifer
Aug 22, 2004
13,140
138
106
Tech5 games are massive for no reason. WolfTNO was 40gb. Evil Within is 60(!). Ridiculous for the visual they provide. Dragon Age: Inquisition is 25gb and looks just as good if not better than WolfTNO.

Stupid megatextures.
 

Artorias

Platinum Member
Feb 8, 2014
2,218
1,523
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Tech5 games are massive for no reason. WolfTNO was 40gb. Evil Within is 60(!). Ridiculous for the visual they provide. Dragon Age: Inquisition is 25gb and looks just as good if not better than WolfTNO.

Stupid megatextures.

Megatextures is more about aesthetics that super high resolution graphics. I think its a cool tech that has potential but as you say the massive file sizes make it a bit of a boon currently.

This video sums up everything I have to say about it,
https://www.youtube.com/watch?v=BiQCz2NjPR8&feature=player_embedded
 

Raduque

Lifer
Aug 22, 2004
13,140
138
106
Megatextures is more about aesthetics that super high resolution graphics. I think its a cool tech that has potential but as you say the massive file sizes make it a bit of a boon currently.

This video sums up everything I have to say about it,
https://www.youtube.com/watch?v=BiQCz2NjPR8&feature=player_embedded

It's an interesting video. So, Megatexturing solves the problem of repeating textures. But what's going to solve MT's problem with pop-in and short-range blurry textures?

When I played Rage, I noticed a severe problem with that. The textures on barrel on the pile of debris right next to me had the same LOD as the building 2 miles distant. It was a blurry, low-resolution mess, and that pulled me out of Rage's game world quicker than any sort of repeating textures would have. Worse, if I looked away from the barrel and right back at it, for a half a second, it would have been even lower resolution, like I was looking at something without my glasses on!
 

Topweasel

Diamond Member
Oct 19, 2000
5,437
1,659
136
Megatextures is more about aesthetics that super high resolution graphics. I think its a cool tech that has potential but as you say the massive file sizes make it a bit of a boon currently.

This video sums up everything I have to say about it,
https://www.youtube.com/watch?v=BiQCz2NjPR8&feature=player_embedded

It's less about that and more about the fact that they use Blu-ray and install to 500GB+ discs in both the PS4 and XboxOne. So they use uncompressed textures and other media to save CPU and GPU cycles.
 

StrangerGuy

Diamond Member
May 9, 2004
8,443
124
106
When I think of great game engines it's used by games that brings great looking visuals regardless of rendering technicalities and also runs fantastically on modest hardware like Saints Row 4 and Sleeping Dogs, not laggy resource hogs like Far Cry 4 that looks good but that is only really because of the art direction.