[QUOTE="jg4xchamp"]John Carmack and ID are some of the best programmers in the business.Avenger1324
For PC in the 90's I'd agree, but definitely not for current consoles. Just because you can write code well for one platform does not mean you have the knowledge or experience to automatically do the same on another platform.
I have first hand experience of seeing a PC FPS get ported to both PS3 and 360 and have seen some of the mistakes that get made. Artists used to making textures for PC make them on huge templates of 4096x4096 or larger, and are then surprised to see their work returned to them to be re-done because these chew up far too much memory on consoles when something a quarter of the size would have done.
The fact is the PC has massively more memory and knowing how to program efficiently within the confines of the availble memory is not something PC-only programmers have to worry about. If the game doesn't work smoothly with 1GB RAM, the answer is just to up the min spec to 2GB. This isn't an option on consoles, but the programmers don't see this as clearly until much further down the design process. A dev team run into huge problems if they only discover this late on in production as they are too far down the line to have the artists redo a lot of their work, and this sounds very much like what ID are experiencing now on RAGE.
By reducing textures to a sensible size for consoles also dramatically reduces the amount of space they take up, and will reduce the need for so many discs. Reducing texture sizes doesn't automatically mean there will be a huge drop in visual quality for the consoles. Consoles will be running at the lower 720p (as well as having to support Standard Def) instead of 2560x1600 which the high-end PC's the game is also designed to run on, will be using. 720p is already 1/4 the resolution of 1600p, so a proportional reduction in clarity is expected, and could be done with lower res textures.
You may want to research id Tech 5 a little more before saying all this. Yes, it takes up a lot of space.. it's because they use "megatextures" which take up a lot of storage space BUT can be streamed from the disc in an efficient manner, which means they don't take up that much memory capacity.
Saying that id is having problems late into production with their game is madness... the way their engine works take up a lot of space, it's not necessarily a problem. Games will always be taking up increasing amounts of storage space. But id has had the game running smoothly on PC, Mac, 360 and PS3 for over a year now, since they're developing for all platforms in-house and simultaneously.
They also realized early on that the game would need to be split into multiple DVD's, so the game was designed around it in such a way that you won't need to go back to the first disc. I think the problem is they just ran out of space to get everything on two discs and they don't want to use a third, since that would break up the game in an unsuitable fashion. There is a whole interview with Carmack talking about this :)
So instead of breaking up the game in an odd way, they probably just downsized the textures a bit to get everything to fit on two discs.
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