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Old 08-07-09, 09:52 PM   #49
egamer11
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Default Re: New Rage "Virtual Texturing" Screenies

2:30pm – 3:00pm – Main Stage
RAGE™ - First Public Demo
RAGE creative director, Tim Willits, and lead designer, Matt Hooper, drop the top on id Software’s revolutionary new game RAGE, with the first ever public demonstration of live gameplay.
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Old 08-07-09, 10:15 PM   #50
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Default Re: New Rage "Virtual Texturing" Screenies

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looks ok, much worse than all the earlier media tho. looks muddy/washed out. not holding a candle to crysis of course.
The screens where ripped from the PDF, I'll wait until they put up real high resolution pics.

Then again, this game is gonna run on consoles so don't expect Crysis level graphics. Compare Crysis 2 vs Rage/Doom 4 on consoles instead.
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Old 08-07-09, 11:11 PM   #51
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Default Re: New Rage "Virtual Texturing" Screenies

The Carmack interview was very interesting.
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Old 08-07-09, 11:52 PM   #52
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Default Re: New Rage "Virtual Texturing" Screenies

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The Carmack interview was very interesting.
It does sound very cool. I always thought he was older. It feels as if he has been around forever. He looks fairly young in those videos.
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Old 08-08-09, 12:04 AM   #53
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Default Re: New Rage "Virtual Texturing" Screenies

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It does sound very cool. I always thought he was older. It feels as if he has been around forever. He looks fairly young in those videos.
Indeed he's been around some time now. Currently 38 years old (had to look it up), but he is fairly thin/small so and looks young I guess.
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Old 08-08-09, 05:20 AM   #54
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Default Re: New Rage "Virtual Texturing" Screenies

Anyone remember that video of him putting Jace Hall in a choke hold and causing him to black out?
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Old 08-08-09, 07:41 AM   #55
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Anyone remember that video of him putting Jace Hall in a choke hold and causing him to black out?
Haha, yeah I seen it. Funny stuff.
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Old 08-09-09, 02:57 PM   #56
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Personally, I'm looking forward to playing a brand new game at any resolution I want with AA and AF (if AF works with megatexturing) at 60fps constant without needing tri-SLI GT300s and a 5Ghz i7. Also, its likely that we'll be able to tweak lots of settings since this is an id engine.
According to their Siggraph paper they currently have AF working up to 4xAF, limit is due the need of padding the texture atlas.
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Old 08-09-09, 06:05 PM   #57
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Default Re: New Rage "Virtual Texturing" Screenies

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Anyone remember that video of him putting Jace Hall in a choke hold and causing him to black out?
That was so staged, carmack doesn't look like he choke out a weak puppy.
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Old 08-09-09, 07:21 PM   #58
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Default Re: New Rage "Virtual Texturing" Screenies

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According to their Siggraph paper they currently have AF working up to 4xAF, limit is due the need of padding the texture atlas.
I don't know if AF will even be necessary since the texturing system is so different than what we're used to.

Does it even use mipmaps?
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Old 08-10-09, 12:28 AM   #59
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Default Re: New Rage "Virtual Texturing" Screenies

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I don't know if AF will even be necessary since the texturing system is so different than what we're used to.

Does it even use mipmaps?
Of course. You need filtering for any textures you use. Virtual texturing isn't anything amazingly different from regular texturing once it appears on your screen, and all the old rules apply. It is just how it is addressed and streamed to memory that is different. VT requires that you have a low res copy of the game world stored in memory, with addresses attached to each textured surface. So when you are approaching it, the system knows what texture to apply, at what resolution (depending on distance to object). Read my post on the first page for more info. It gives you "infinte" resolution. Well not really, but allows you to use much higher res textures, because LOD's are very effectively controlled.

Carmack's Megatexture is literally the same thing as Sparse Voxel Octree, except addresses pixel and not voxels. But it still builds as sparse tree (quad tree in this case, not oct), and attaches LOD values to each branch, and gives information on the samples in your viewpoint. In this case you have you 4 samples bounding your texture. This way it knows ahead of time how to apply what texture, what resolution. This must be necessary for each textured object if I'm interpreting it correctly. In SVO, it is built for every voxel model, so its probably the same in this case.

It is basically just giving you pre-ordained knowledge of the workload. This way you can keep texture memory budget constant, but apply significantly more, or higher res, textures to your objects.
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Old 08-10-09, 12:32 AM   #60
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That was so staged, carmack doesn't look like he choke out a weak puppy.
Trust me its not. I practice jui-jitsu, and a decently strong guy can choke out anyone with proper technique. You aren't constricting his airway. lol THINK ABOUT IT. It would take ~ 4-5 minutes at least for the guy to pass out after you've totally closed off his trachea.

You're choking off his cortoid arteries, one on each side. A lot of muscle isn't going to do a ton for you there. They run along the surface of the muscle. You can find them a the mid point of each side, and it hurts when you press down on them. I've been choked out like that, and trust me, it does not take a big man.

Also, people can **** themselves when that happens. The only time I've been choked out at practice, I woke up not knowing what happened, and couldn't control my muscles at all (couldnt sit up). That's why you see that guy shaking.
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