...the textures that are twice as detailed as we have now
Sorry that you got confused, but while the files are indeed large, they are not twice as detailed (especially on average). Some parts
are HiRes (or higher), but some are inversely LowRes to compensate. That is why all the clutter in the game is a blurry mess (even with 8K MegaTextures active). While that kind of foreground being nice, and background being crap, is a necessary convention on consoles, PC users are used to a much higher standard (as most of the FPS competition delivers). MegaTextures unwrap the entire level in a manner that is
supposed to eliminate seams. Of course, since I have seen at least 6 seams in Wellsprings alone (as far as I could get), I am not that impressed. Now, I will acknowledge that a few could have been driver issues, but some are definitely not. I expect that a few were due to bad level design, and one was probably due to bad UVW unwrapping. The point is, why bother with MTs if there are still going to be seams, especially in the first 10 minutes of play?
Now, Dragon Age II used something similar to MTs, with very large textures for the levels. So while the texture size was 4X regular, it also covered 4X the area, so the overall result was a whopping 0% improvement in resolution. What it did do was make it easier for them to work with. John has figured out a way to allow id to fracture the large textures into pages which the game can load in a much more efficient manner. So that is the real bonus of MTs right now. If the 16K versions will actually run on PCs, then we might have a reason to really get behind MTs, as they should further enhance the savings allowing us to double the resolution without it costing as much as it would in other games. Those 16K textures would be the jaw-dropping portion of their graphic, but until we have them we are looking at a game that is not standing as tall as the advertisemants lead us to believe.
Since I have not looking into the console commands yet (debugging console, not game console), I do not know how to unpack the MTs and see what their average resolution is. For the good bits in the 8K pack, it looks to be about the equivalent to a texture that is 2048^2 which is standard HiRes. Remember, it is the size divided by the area it is stretched over, so being large does not mean anything. There was a 512^2 in Dragon Age but some idiot stretched it over a 30 foot tall door (when the average is 1024^4 for human sized). Naturally it looked like a blurry mess. So if my estimation is correct then the 16K MT would be equivalent to a 4096^2 which is much more impressive. The real question will be what do the nasty bits (appear to be equivalent to 128^2 to 256^2 in the 8K pack) get improved to in the 16K? If id wanted to have the largest impact on the game, they would try to equalize the textures a little more. Then PC users would not have the jarring experience of seeing a very realistic car sitting beside a blurry bunch of clutter. Trust me, contrast has a huge effect, and this kind of contrast can wreck immersion in a game very easily.
The other aspect that is missing from this discussion is that consoles are only able to use 4K MegaTextures, while PCs can run 8Ks out of the box. The problem is that without the proper drivers, PC users are not getting the value, as they have to nerf their setting down to console levels. It is also true that id could have required the drivers to be working before the launch of the PC version, but they did not. They trusted the video card manufacturers to actually do their jobs. I doubt id will make the same mistake again.
One other fact is that PC users are used to having physical geometry in their games. There are many examples of conduits, boxes, and other features that are just a texture pasted onto a flat plane. This was obviously done to get the game to run on the consoles, but PCs have poly limits that are far beyond consoles. That was my greatest shock when I started the game and got out of the car in the garage. Sure I knew about the LowRes textures on clutter, but null poly geometry? That has not been used in any major PC game in a very long time (8+ years), and Rage is a
major game (especially for id). Heck, from what I saw, I doubt they even used an aggressive Normal Map to give it some fake dimension until you get close. Even the color contrast could be a lot better to make it appear 3D at long range. So someone should be flogged around the offices for that one. If BF3 or COD3 tried this the :fallout: would be Epic.
So, why are we displeased? Because the game promised jaw-dropping graphics, and while the HiRes portions are as jaw-dropping as most other HiRes games
, the LowRes components average it down, and the lack of geometry makes it sub-par.
Is it a waste? No, not yet. It is unacceptable in its current condition, but that will change. With the promise of working drivers, and 16K Megatextures the PC will eventually be a much stronger game. Throw in modder support, which could include remade levels with full geometry, and PCs will have a much longer Rage lifespan than on the consoles (unless Bethesda takes the giant leap of putting up the better mods for console users - which would be really jaw-dropping). Right now PC users are simply railing that the PC market got screwed again, in a console to PC port instead of the other way around (to assure the max. quality for everyone). Once the drivers are fixed, it will calm down to a steady roar on the lack of open world, and wonky controls/UI (which is already starting).
Of course, there is something to be said about the satisfaction of actually having a working game on release day, and the day after, and so on... :banghead:
Cheers!