Ahh good old quake, gives me memories! Shame ID have fallen from being a company that were pushing the boundaries to making mainstream crap for low-mid hardware.
[citation][nom]rantoc[/nom]Ahh good old quake, gives me memories! Shame ID have fallen from being a company that were pushing the boundaries to making mainstream crap for low-mid hardware.[/citation]
Rage has an awesome engine that pushed many boundaries for texture utilization. Well that is now that the kinks are worked out. (=
[citation][nom]v1ze[/nom]Rage has an awesome engine that pushed many boundaries for texture utilization. Well that is now that the kinks are worked out. (=[/citation]
It pushes one boundary and its more of a storage-gpu latency boundary push than anything else. A modern computer hardly struggles with the title, just that latency that causes most issues with it.
Sparse Voxel Octree that is stream read and id is currently working on it could be a major step however but its far off. Should be interesting to see what they can get out of that tech.
[citation][nom]aoneone[/nom]Quakeworld v2.30 ^_^ 1997 with Windows 65 and a 486dx2 66 mhz with a 28.8k Baud modem LOL[/citation] Ugggghhh, I had the 486 dx2 66mhz too, and I have to admit, quake was hurting on it. It was like 5 fps... but.... I still beat it on that rig.
[citation][nom]rantoc[/nom]Sparse Voxel Octree that is stream read and id is currently working on it could be a major step however but its far off. Should be interesting to see what they can get out of that tech.[/citation]
Voxels suck at non-orthogonal walls. If you want angles, you're gonna need polygons or similar.