- Jun 21, 2005
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He hasn't made a 'killer game' since 'the good old days' so I don't get the messiah attitude people take with what he says.
There are plenty of developers that continually make class act games or take games in a new direction in art style with new engines (think Bioware, Valve or Crytek).
Yep, and it also runs Havok in software with multi-threading for physics. Raven also stated they got physics for ?free? by using such an implementation.Originally posted by: Arkaign
The new Wolf just rolled out, and if I'm not mistaken, isn't that based on the evolution of the Doom3 engine?
Originally posted by: BenSkywalker
He hasn't made a 'killer game' since 'the good old days' so I don't get the messiah attitude people take with what he says.
Almost all of the fundamentals we use for the current 3D pipeline were determined by Carmack. Every one of his engines has proven to be incredibly scaleable and defined their respective rendering technologies in terms of performance/visuals. He is not a game director, he is a technology director/programmer. In his position, there is no singular person who has built the level of credibility that he has.
There are plenty of developers that continually make class act games or take games in a new direction in art style with new engines (think Bioware, Valve or Crytek).
I love Bioware games, as a development house noone in the PC space can come close to matching the quality they push out with every single title IMO. To be as kind as possible, their engines are a travesty and an embarassment to the industry. Valve is mediocre if we are very kind(they took a basic engine and added some shader effects with some weak physics effects, the only engnie they ever did, it was outshined almost immediately upon release and didn't offer any ways to remain competitive- although at least it was relatively fast). Crytek and Epic are the only people that really belong in the same conversation as id, and neither of them have proven they can make an engine that can scale as well as Carmack's. Epic's has proven quite scaleable, just not to his level, Crytek isn't even in the same ballpark yet(not saying their engine doesn't look incredible running on ideal hardware, but it scales horribly). We will see with Cryengine3 if they can truly compete with the big boys for overall engine performance.
Originally posted by: Sylvanas
As for game engines, yes id has a big track record, but today the driving force being licensed for a multitude of games and platforms is UE3, and in demonstrating what is possible graphically in a DX9 setting, Crytek are leading the way.
Yep, and it also runs Havok in software with multi-threading for physics. Raven also stated they got physics for ?free? by using such an implementation.
Valve and Bioware make hugely successful games, we are talking Kotor, Mass Effect, TF2, Left for Dead etc.. These are some of the big players these days in making quality fps games (games not engines), not id.
If i understand him correctly,
his answer was about hardware physics (dedicated hardware like the PhysX board)
vs
software physics (software that takes advatntage of traditional hardware parts like multicore CPUs or GPGPU DX10/DX11 enabled GPUs)
Originally posted by: nemesismk2
John Carmack is god as far as I am concerned!![]()
At this moment the real barrier to suspension of disbelief when I'm playing a video game is the facial expressions.
Half Life 2 / the source engine /whatever it was that they used to automatically map facial expressions and lip/mouth movements based on an audio clip (even different languages worked) was and still is the best I've seen yet.
I'd buy an extra card if it could add that realism to a game the second it came out.
not to mention that games like Burnout Paradise have shown even a simple dual core machine can handle crash phsyics and tons of showery sparks flying all over the place no problem
Originally posted by: BenSkywalker
Using Burnout for a physics example is like saying SF4 will train you to be a MMA fighter![]()
Originally posted by: dguy6789
Originally posted by: BenSkywalker
Using Burnout for a physics example is like saying SF4 will train you to be a MMA fighter![]()
Every time someone gives an example of a game with as good or better looking physics effects than a hardware PhysX title, some pro-PhysX person comes and gives some reason for why that title doesn't count.
Originally posted by: dguy6789
While it may be true about Burnout, I haven't played it myself so I don't know, I was speaking in general. Every example that doesn't use PhysX is usually countered by some kind of subjective argument such as "although they give the same visual result, the way PhysX does it under the hood is technically more impressive". What about Ghost Busters physics? That looks better than Cryostasis and Batman physics to me. I don't think anyone cares if a developer is "cheating" or using "fake" or "not as good" physics if the end result looks good.
My stance is that I am against PhysX becoming a standard, not physics on the GPU. In current games with PhysX, it seems as if they are using PhysX just for the sake of saying their game uses it, not because it is required on any level for the physics calculations their games do. I haven't seen anything in a PhysX game that just blows me away visually or looks like something that simply can't be done without hardware physics.
Originally posted by: IlllI
i've never heard him speak before. he sounds like a nerd