Engine question for D4

Post » Thu Jun 12, 2014 7:35 pm

Which engine will it run on?

If it will be on idtech5, please devs don't use megatextures.

Wolfenstein had about 40 GB on PS4 but small gameplay hours.

Skyrim had about 6GB and you can play it for years.

Id tech 5/6 should be more HDD efficient engine also.

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Eibe Novy
 
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Post » Thu Jun 12, 2014 6:45 pm

All id games are always made with idTech and this game couldn't be an exception.

Anyway, the original Doom games were very short but held lots of replay value. If this Doom game is done right it can have you want to go back all the time.
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Laura-Lee Gerwing
 
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Post » Thu Jun 12, 2014 7:43 pm

I don't see the correlation between the size of a game and the amount of hours you spend on it.

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Gill Mackin
 
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Post » Thu Jun 12, 2014 9:50 pm

The last time I heard (from Tim Willits, the studio director of id), it was going to run on id Tech 5 modified for next-gen consoles. And I believe John Carmack also said that and confirmed MegaTexture will be used in Doom 4 as well in his keynote QuakeCon 2013.

Months later, Zenimax trademarked 'Void Engine Powered by Id Tech', but it's not clear if D4 is going to use that.

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Isabella X
 
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Post » Fri Jun 13, 2014 3:27 am

I meant on content/story/gameplay vs. HDD size in just one playthrough.

I compared Skyrim(6GB) and Wolfenstein New order (about 45 GB) with one playthrough.

Calculate how many it takes to beat each of the game and the HDD size.

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Big Homie
 
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Post » Thu Jun 12, 2014 10:29 pm

What exactly is your point? What are you trying to say? (use your big boy words please)

Why are you drawing this arbitrary quality of the game and linking it to the size of the game?

If you want to complain about the size of the game (that's fine.. go ahead) Why are you trying to make a link between the SIZE of the game and the TIME it takes you to finish it?

You might as well make an argument like..

COD takes 10 GB of space, the pistols in that game usually have around 10 bullets in each magazine.

W:TNO takes 45 GB but the pistols in this game only hold 8 bullets (inb4 perk) in each magazine.

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Terry
 
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Post » Thu Jun 12, 2014 9:09 pm

That's it:the size of the game vs.playthrough.

As I mentioned in first post the next gen engine should be HDD efficient as well.

It could happen we get in future 100 GB game with 10 hours gameplay.

The same happened with Killzone Shadowfall : 50 GB but small and generic campaign.

I just want quality content with reasonable HDD space.

Don't we all?

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Becky Cox
 
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Post » Fri Jun 13, 2014 3:31 am

Apparently not.

You want the game to enable you to play it for longer, and the quality of the game itself doesn't matter to you, or to put it differently... the specific quality you seem to value the most in a game is how long you can play it for without getting bored of it.

Technically speaking it seems like what you want is quantity content, not quality content.

Putting that technicality aside..

..."Don't we all?"

No, we do not all.

I for one don't have a problem with games taking up space on my hard drive and neither do I have a problem with triple A games taking ten hours to finish a playthrough of.

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Kim Bradley
 
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Post » Fri Jun 13, 2014 2:01 am

But, you are still trying to compare an open world game against a linear game. If we're going that path Oblivion only needs 4 GB of hard drive space.

There is no real connection between the size of a game and the game's length. Wolfenstein: TNO took me 15 hours to finish on my first time through. Which is very good for a single player driven game. But it's 44GB.
Okay, CoD: Ghosts it over 40GB as well... with a four hour campaign and a copy and pasted MP that died in a few months.

I'm sorry to tell you this but games are going to get larger and larger. Even if the trade off visually doesn't seem warranted to you. And, Doom.... will most likely be a very large install size.

Not sure how much truth the statement holds now, but I remember id stating that Doom would be the game to fully use idTech5. The game to really show what the engine is capable of. Running at three times the visual fidelity of RAGE.

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Kelsey Hall
 
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Post » Thu Jun 12, 2014 9:14 pm

DooM will be at least 75gb, 50 gb Singleplayer, 25 gb mutiplayer. But then again if they don't have as many cut-scenes as Wolf It might just hold at 50.

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herrade
 
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Post » Thu Jun 12, 2014 11:26 pm

I used to anolyse MegaTexture on Rage and had a conclusion that MegaTexture can be used more efficiently (data size wise) if lighting and shadows are not baked in textures. Rage is known for having 'unique texture on every surface' but sewer levels in the game actually share 'sectors'. Some rooms and corridors share exactly the same textures, resulting significantly larger game world covered for similar texture data size. The drawback was flat looking lighting in some area since the game engine had very basic lighting model. But with power of PS4/XO hardwares, that can be easily addressed.

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Nana Samboy
 
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Post » Fri Jun 13, 2014 6:45 am

Carmack said when he still worked at ID that due to the amount of data for Doom(Doom 4 that time, it was before the project was rebooted) would need more than 1 dual layer blue-ray. It may have between 50-100GB size.

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JUan Martinez
 
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Post » Thu Jun 12, 2014 8:47 pm

Yea considering it's purely a current gen title, I can see them amping up those textures.

I'm going to say One blueray for SinglePlayer, One blueray for Multiplayer and other content.

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Jynx Anthropic
 
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Post » Fri Jun 13, 2014 3:05 am

LOL idtech 5 on consoles. It becomes more and more obvious why it's such a POS. I paid full price for Rage. Never again.

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Amy Siebenhaar
 
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Post » Fri Jun 13, 2014 12:23 am

Well yeah..that's what I thought as well. However the lighting in id Tech 5 is so beautifull since baked shadows are calculated with shadow angle....now, is modern hardware capable of rendering shadow angle real time? I mean yes shadows can just be simple like in all modern games.....but you'll never get that awesome result wich backed lighting has.

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Sandeep Khatkar
 
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Post » Thu Jun 12, 2014 7:55 pm

The whole point of idTech5 is megatexture.

This is just a total non-issue. In terms of cost disk storage is the cheapest resource in computing (second-cheapest actually, after tape, but I think we can rule out tape here...). CPU and GPU are expensive, memory is expensive, disk storage is dirt cheap.

Think back to Quake 2. A full install, including patches and videos, is almost 400mb, and that was at a time when you'd commonly only have about 2gb total. 1tb is common nowadays, so 75gb of that is proportionally much lower than Quake 2 was.

Of course this is a problem if you want to install it to an SSD, but otherwise: what are you complaining about anyway?

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Princess Johnson
 
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Post » Thu Jun 12, 2014 8:51 pm

^Yep, not an issue at all. I've got 1tb and I feel ashamed lol, it's very little space when you're handling a game library and a lot of software and work files and mods. I'm gonna upgrade to 3 or 5tb soon, though I might as well get 10 if I can.

I would actually be happy with this DOOM being 200gb. You know, extra high res textures free DLC like Skyrim did ;)

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Trey Johnson
 
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Post » Thu Jun 12, 2014 8:29 pm

I would download that, but I wonder how big it would have to be for me to not bother DLing.. over 1 TB maybe? and how noticeable the texture pop-in would be, and how much bandwidth is needed for that continuous stream of content in-game.

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Emmie Cate
 
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Post » Fri Jun 13, 2014 3:10 am

True, we have to account for the effects of streaming more data.

I would probably want them to max out a hypothetical purely hires megatexture DLC to 500gigs give or take another hundred.

IF we get good mod tools, we could take apart the DLC and mod it so people can choose custom packs.

You know, the way the Skyrim super hires texture packs are categorized. Doomers could choose what things they prioritize for hires and what things aren't that bad with vanilla textures (like far off props like background buildings).

Never mind I don't have the tech5 know-how obviously.

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Dan Endacott
 
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Post » Thu Jun 12, 2014 8:06 pm

You know its the end of the world when id games start using third-party engines. I don't even want to think of playing Quake running on Unreal - heresy!

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Amiee Kent
 
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Post » Fri Jun 13, 2014 12:14 am

I really don't either, but I imagine if lighting needs to be baked onto those textures, it's going to take a few lifetimes to do that, give or take.

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Scared humanity
 
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Post » Thu Jun 12, 2014 11:20 pm

They won't use a third party engine. Problem with id tech 5 is that it is technology that came too soon. By the end of this generation Megatexture type technology will be standard. AMD only recently like 2 years back started their implementation of PRT's partially resident textures http://bit.ly/1hR5nxH

If hardware support is only recent, then we won't see real optimized use for a while. I am waiting to upgrade my GPU only for that reason because I know the upcoming generation or next generation of GPU will natively support PRT's/Virtual texturing type technology. When that happens everyone will start using it and by then id tech will be even more optimized for it than any other engine out there.

As far as people complaining about id tech5 not having "COOL" effects. Look at the cmd list some time. It has everything, subsurface scattering, motion blur, different types of AA, Screen space ambient occlusion, Everything you want. We just don't have control over it as an option or the devs are not using it due to reasons unknown. Evil Within shows usage of local realtime lighting with the lamps and some enemies. So we are getting there soon enough. MT's are getting optimized for all these details. Maybe DooM 4 might be the first id tech 5 game to support global illumination out of the box.

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TASTY TRACY
 
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