Carmack is moist about it
Says so inhis last .plan update
He says hes got some very interesting ideas
Started on it almost once he had finished the Doom 3 engine and finished his space project
Interesting article on id...
-
- Posts: 17509
- Joined: Thu Jan 01, 1970 12:00 am
Same exact thing for me. Preordered the game. Bought a six speaker set (id said you'd need it for the ultimate gaming experience).mik0rs wrote:In the 5 minutes that I played before never touching it again, Doom3 was like an interactive ghost train.
Shite.
Installed it. Played for half an hour or so. Realized that the stupid corridors and monotonous zombie aliens would be the whole of the game. Uninstalled. Promised myself I'd try it again once I got a better graphics card. Got a better graphics card this April. By that time I completely lost any interest in playing it again.
About outdoor levels: I feel they're pretty much necessary on any fps game today. There's this argument that the doom3 engine cannot do outdoor levels because it would bring systems to a crawl. If this is true, then, to me, it represents a huge mistake by id to focus the engine on realistic lighting at the expence of ever being able to do any sort of expansive outdoor environment.
Oh no, Tenebrae is nowhere near as good looking as Doom3 and it performs very badly on the fastest PC available. The engine is unoptimized and clearly is a few steps down from the D3 engine.seremtan wrote:i beg to differ here. the tenebrae engine was out years ago and while it wasn't that great with the vanilla q1 maps it looked as good as d3 in the custom maps
The D3 engine is, with the exception of the not-yet-released UE3 engine, still the most advanced engine available.
Sure, HL2 had far higher res textures, but that's just a design decision id Software took. You can hang higher res textures in D3, but it would hurt performance because of the three stages a simple surface takes in Doom3. Add additional shaders to that for additional effects and you see where the hurting starts. It's not because the D3 engine is so poorly written, it's because real-time lighting with bump and glossmapping takes a huge amount of CPU power and memory, no matter how you implement it.
Basically, it's not a shortcoming of the D3 engine, it's a shortcoming of current day PC's.
So why can UE3 do it without a problem then? Simple, because UE3 games aren't out yet and won't be out for at least another year, probably much longer than that. In a year, top-of-the-line hardware (which very few people will have) will be able to run UE3 games at acceptable performance levels.
Play system shock 2 or any theif game and tell me Doom3 isn't a shitty, oversimplified, plotless messMogul wrote:DOOM 3 is a good game. I've never been so immersed in an amazingly cool world as I was when I played through it (both times). Where it totally owns in presentation, I think it does fall short a little in the gameplay department. .
aye, the best thing that could happen on the d3 engine at the moment is that ss2 remake - that and the classic doom mod.Geebs wrote:Play system shock 2 or any theif game and tell me Doom3 isn't a shitty, oversimplified, plotless messMogul wrote:DOOM 3 is a good game. I've never been so immersed in an amazingly cool world as I was when I played through it (both times). Where it totally owns in presentation, I think it does fall short a little in the gameplay department. .
-
- Posts: 4108
- Joined: Sat Dec 14, 2002 8:00 am
No, on the hardware that was around at the time, it couldn't have been done. Look forward to Q4 if you want wide open spaces, because thats not the type of game D3 was (obviously) designed to be.shiznit wrote: I have no idea how, but I'm sure it could of been done. Like I said ridick looks about the same and it runs a million times better and someone has stated that Doom3 already had support for open areas.
Riddick doesn't look as good by a longshot either