Tech 5 Engine?

Post » Fri May 27, 2011 7:03 am

I don't know much about these types of things can someone help :P
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RUby DIaz
 
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Post » Fri May 27, 2011 8:12 am

They're totally different.

Here is an excellent presentation on id Tech 5, enough to gain a feel for their outstanding features, which are "virtual texturing" and scheduling. Doom 4 and Rage are its launch games. http://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf

Historically, id Tech engines have been FPS engines. The id Tech 5 scheduling model, which requires a job per actor, suggests that it will work better with small, predictable numbers of actors, rather than the much larger number of an open-world RPG.

Gamebryo has lots of world-building tools, which Bethesda has historically exploited to construct large, detailed worlds. They also have a longstanding relationship with the Gamebryo developers. Other engines have better lighting and better rendering, but Gamebryo is good at doing important optimizations like hidden surface elimination quickly. Thus you can have a lot of objects in the world and in the frame, without the game eating itself.

id Tech has stated they will keep to their policy of releasing engines as open source, as they've done with the engines through id Tech 3 (and id Tech 4, maybe this year).
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Post » Fri May 27, 2011 6:30 am

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electro_fantics
 
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Post » Fri May 27, 2011 3:45 am

iD Tech 5 is a masterpiece (good), Gamebyro is garbage (bad).
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 8:16 am

but Gamebryo is good at doing important optimizations like hidden surface elimination quickly. Thus you can have a lot of objects in the world and in the frame, without the game eating itself.

This definitely isn't true for Morrowind and Oblivion.
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Gemma Flanagan
 
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Post » Fri May 27, 2011 7:49 am

This definitely isn't true for Morrowind and Oblivion.

I wish it was only that. But, hey! Fallout plays nice and smooth in humble gaming machines. And it doesn't crash. There is hope.
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Katharine Newton
 
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Post » Fri May 27, 2011 10:34 am

They're totally different.

Here is an excellent presentation on id Tech 5, enough to gain a feel for their outstanding features, which are "virtual texturing" and scheduling. Doom 4 and Rage are its launch games. http://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf

Historically, id Tech engines have been FPS engines. The id Tech 5 scheduling model, which requires a job per actor, suggests that it will work better with small, predictable numbers of actors, rather than the much larger number of an open-world RPG.

Gamebryo has lots of world-building tools, which Bethesda has historically exploited to construct large, detailed worlds. They also have a longstanding relationship with the Gamebryo developers. Other engines have better lighting and better rendering, but Gamebryo is good at doing important optimizations like hidden surface elimination quickly. Thus you can have a lot of objects in the world and in the frame, without the game eating itself.

id Tech has stated they will keep to their policy of releasing engines as open source, as they've done with the engines through id Tech 3 (and id Tech 4, maybe this year).


Wow..

Nothing is quite as humbling as reading through a power point and not understanding most of what they are saying, despite having played and created video games all my life. :blink: Truly humbling. :)

Sounds like a Great engine to be sure. One thing that will absolutely be required though if IdTech5 can ever be used in a Bethesda/Obsidian-style RPG will be the scripting engine and some of the things you mention that Gamebroyo is good at. Personally after working on the GECK for 18 months now building a Fallout3 mod, I can say I truly despise the way Gamebroyo handles lighting - especially in large, open areas. So there is definitely a trade-off, as I Love the things we can do with the Fo3 engine on Gamebroyo.

Can't wait to see how Rage works out.. Is there a CS scheduled or discussed or already released?

Miax
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R.I.p MOmmy
 
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Post » Fri May 27, 2011 2:14 am

Can't wait to see how Rage works out.. Is there a CS scheduled or discussed or already released?

A CS is going to be shipped with the PC version of the game. It was mentioned at E3.
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Tania Bunic
 
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Post » Fri May 27, 2011 9:03 am

A CS is going to be shipped with the PC version of the game. It was mentioned at E3.


Interesting! Thanks for the heads-up. :)

I wonder how it will compare to the GECK. If I had to guess, given Bethesda's long history of releasing CS's, I would be willing to bet that the GECK is one of the better CS's around.

We'll see! Should be interesting. :)
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Sarah Bishop
 
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Post » Thu May 26, 2011 9:30 pm

Interesting! Thanks for the heads-up. :)

I wonder how it will compare to the GECK. If I had to guess, given Bethesda's long history of releasing CS's, I would be willing to bet that the GECK is one of the better CS's around.

We'll see! Should be interesting. :)


I don't see why we should compare RAGE's CS with Bethesda's, considering id is developing the game.
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QuinDINGDONGcey
 
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Post » Fri May 27, 2011 12:55 am

I don't see why we should compare RAGE's CS with Bethesda's, considering id is developing the game.
Rage's editor (all idTech games in fact) are all pretty much based on the Radiant - I remember seeing some vids some time back that showed the editor not being that different in appearence to the version developed for Quake Wars. Either way, being a 'proper' world editior (relative to the game) it generally operates in the same way as CS - asset loading and all that jazz.

idtech5 isn't Gamebryo as the two engines have been developed with different requirements in mind. You could technically do a 'terrain' style game a-la ElderScrolls, but you'd have to do some serious optimisations to get it to run well... so far as I know, idt5 doesn't instance content, something Bryo does, and something essential to big levels/games.
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sarah taylor
 
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