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- Oct 5, 2011
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Yeah i didn't understand this either... Now i'm stuck with RAGE and my system cant handle the textures, i get a 3-4 second lag when just looking around the world. And Steam doesnt give refunds. 
I would make them give you at least a 10 or 20 gift card then. when you pre order a game it is supposed to be there on the day of release.
While digital distribution is an attractive option for publishers, developers and some gamers, Rage isn’t going to be an ideal candidate for that model. “It will be harder, because this is going to be a larger distribution; we’re at least at two DVDs and on the PC we might choose to be three DVDs to match what the game will look like for the PS3,” said Carmack. “So that makes for a pretty damn big download. I wouldn’t say it’s an optimal game for digital distribution, and I don’t think it’s a high-level strategic question.”
As primarily a developer on the PC, few know the shifts in the industry as well as id Software. Constantly are doom-and-gloom reports about how the PC is falling to the wayside of consoles, some even blaming piracy. Carmack isn’t so convinced: “Well, it’s hard to second guess exactly what the reasons are. You can say piracy. You can say user migration. But the ground truth is just that the sales numbers on the PC are not what they used to be and are not what they are on the consoles.”
Here's a quick faq:
* Why don't they just de-transcode once and keep a cache around?
The format stored on disk is about 1/10th the size of the GPU-required formats. Keeping all of the detranscoded data in memory (or in a cache) would basically overwhelm available system memory. Keep in mind that it's not just how much RAM you have in your system. Rage is only a 32-bit executable, so it has a maximum addressable space of ~3G. Add to that the fact that Windows gets a little bitchy when memory usage for a single process gets too high, and you have a recipe for poor performance.
I'm a long time fan, having been blown away by the original Quake etc. I remember reading articles over the years. Some of them, (Carmack)expressing bitterness possibly towards PC piracy. IMO, it's why the game engine was evolved the way it was for PC, with no regard for the amount of disk space it would take. The more the better
Here is a interview going back to 2008.
Carmack: PCs Not Important As Consoles
I think that's exactly what it is. It's probably sticking all of the textures into the system memory, then constantly streaming them across PCIe to the GPU.
I also notice it's detecting the CPU as 3 MHz. That probably won't be an issue but it's still incorrect detection nevertheless.
The transcoding being Nvidia only is bull. Couldn't OpenCL or DirectCompute be used to do the same thing, and be hardware agnostic? The latter is DirectX 11 only, so I understand why id wouldn't use it, but OpenCL should play very nicely with OpenGL. I bet Nvidia paid id a fair bit of money to make transcoding CUDA only, but that's just a guess.
A
Maybe, but it might not be faster than the CPU doing it. There are several highly useful features that, thanks to design by committee, didn't make it into early specs, and don't have sufficiently wide support yet, most notably accumulators.The transcoding being Nvidia only is bull. Couldn't OpenCL or DirectCompute be used to do the same thing, and be hardware agnostic?
Maybe, but it might not be faster than the CPU doing it. There are several highly useful features that, thanks to design by committee, didn't make it into early specs, and don't have sufficiently wide support yet, most notably accumulators.
To have done it well, they'd have to have made it basically AMD or nVidia-specific (they likely could do a Stream/APP version, but mature support for CUDA was there when they started work on the engine). For more general-purpose uses, this often isn't true, and it's often worth the performance hit (Adobe is now going to OpenCL, FI), but for a game, you're dealing with coarse soft-real-time constraints, especially one that tries to keep constant FPS. OpenCL could be good enough now, maybe, but it also seems that CPUs are good enough the job, as well, and that Id, AMD, and nVidia have some work to do, given that no prior engine has taxed their drivers to such a degree as Id tech 5. For the latter case, the GPU option can be seen as an extra for nVidia GPU owners, since Id had the CUDA implementation done ages ago, not knowing whether or not it would be necessary to do it on the GPU. As better drives come out in the coming weeks, we'll see how it all turns out.
DirectCompute...that's a good question. It may be impossible or plain difficult (DC more or less requires you to be dealing with texture map and frame buffer type data structures, unless you like pulling your hair out), or there could have been DX<->OGL performance issues that could get in the way.
While Id is getting a lot of flack, and I have no interest in this particular game, they are technically pushing the envelope with Id Tech 5, and the varied Windows PC environment is being a royal pain because of it.