ID Tech 5 is bad engine isn't it?

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BFG10K

Lifer
Aug 14, 2000
22,709
3,003
126
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.
The technology was designed for last-generation consoles with limited performance and memory (i.e. to work by constantly streaming off optical media).

It could be re-designed to take advantage of PCs but alas, with Carmack gone, it's unlikely to get the treatment it deserves.
 

PrincessFrosty

Platinum Member
Feb 13, 2008
2,300
68
91
www.frostyhacks.blogspot.com
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.

This is simply untrue.

They're massive because they have a lot of unique texture detail. Rather than having a few base textures that are used to pain large swaths of the level by repeating them over and over, they use a more painterly approach where designers can make every part of the level unique.

The issue of the pop-in is in large part due to the fact that consoles hardware is diabolically bad, often reading data from disc in real time, or at best a HDD, that streaming process is laggy and slow, they come with very little system memory and very little GPU memory.

If the engine was designed around streaming off a SSD, and from PCs with 16Gb-32Gb of RAM and 4-6Gb of VRAM you could stuff most of the textures into memory and have next to no pop in. It's just a side effect to pandering to console users.

On the flip side, this technology on consoles looks a lot better than other engines on the consoles, this kind of tiered streaming is the only way they can manage this size of textures on such limited hardware.
 

Rakehellion

Lifer
Jan 15, 2013
12,181
35
91
This is simply untrue.

They're massive because they have a lot of unique texture detail. Rather than having a few base textures that are used to pain large swaths of the level by repeating them over and over, they use a more painterly approach where designers can make every part of the level unique.

The issue of the pop-in is in large part due to the fact that consoles hardware is diabolically bad, often reading data from disc in real time, or at best a HDD, that streaming process is laggy and slow, they come with very little system memory and very little GPU memory.

If the engine was designed around streaming off a SSD, and from PCs with 16Gb-32Gb of RAM and 4-6Gb of VRAM you could stuff most of the textures into memory and have next to no pop in. It's just a side effect to pandering to console users.

On the flip side, this technology on consoles looks a lot better than other engines on the consoles, this kind of tiered streaming is the only way they can manage this size of textures on such limited hardware.

True. I never had issues with pop-in on Wolfenstein using a hard drive. I'm sure the PS3 was a different story.