BFG
That's because they're being stretched and also looking at an image by itself doesn't look as bad as a blurry image compared to a sharp image. There's no denying a lot of the textures are quite low resolution and look a bit like the belong in Quake 2/HL days.
As opposed to what game? Have some nice screenshots of FarCry with the highest quality settings I can run and some shots that look like 8bit palletized textures, Quake1 era. The overly high gamma makes the textures in D3 look a lot more washed out then they should, although not nearly as bad as some of the ones I have shots from in FarCry.
No they don't. The faces look good because of extensive bump mapping but the bodies and general environment is completely inferior to games like Far Cry and Painkiller. Doom's darkness is used to mask this fact.
Have you seen the game yet? If so, was it running on a Voodoo3 or some other comparable card? I'm comparing them back to back and have to question if you aren't making things up as you go along here, there really is no comparison between the two. FarCry's clipped to hell p!ss poorly skinned disjointed character models over D3's....?
Its per-pixel lighting, shadowing and bump mapping techniques have already been done for the past 12 months or so. Also AFAIK it doesn't even use soft shadows which Far Cry, Painkiller and other titles do. Also other games like Far Cry have far superior shading and lighting effects.
Move back to light maps is progress? D3 actually uses shadows, not the single light sourced hack on some objects some of the time BS that FC and the like use. I've just exited FC after being dumbfounded by your post and played through numerous different areas, the game is a joke visually compared to D3. Turn on your flashlight and shine it on a pillar and look for the shadow. If you come back when you find it we will never finish this conversation because it isn't there. FC uses the old mid 90s lightmap style shadows with the exception of
some shadows on certain characters from a single light source- it isn't remotely in the same league as DooM3. The 'per pixel lighting' that has been done in other games is not remotely comparable to D3's unified lighting system. Layered overlapping shadows from
every light source on
every object- nothing else is remotely close.
You must be sh!tting me. Far Cry is almost movie quality.
I just exited the game, and last I knew I still had a slight edge on you in terms of what I see in the game. It looks dated compared to DooM3.
Tell me, what in Doom III compares to Far Cry's rippling water and wave effects?
Nothing comes across as quite that retro to me in D3. I've seen better water effects on the consoles then on FC in years past(SMS for ripple effects and WR for waves).
What in Doom III compares to Far Cry's foliage and lighting?
Compares to alpha textures you clip through and lightmaps? Nothing for certain. Maybe if I had a GF4MX I could see something resembling those particular aspects which I've considered FC's biggest weaknesses all along.
Far Cry runs far faster than Doom III does. Far faster.
No by much, not according to FRAPS and not even close to doing it with the same level of visual quality.
It's also pumping out a hell of a lot more polygons and running a lot more shaders across the scenes.
More polys yes, shaders not even close. There are hardly any pixels in D3 that aren't touched by multiple shaders.
No it doesn't. In fact Far Cry has a bathroom level like Doom III and...well...there's just no comparison.
You are absolutely right, there is
no comparison. I don't know what you would recall the bathroom in D3(nothing all that interesting happens there), unless you are talking about that old press image that there isn't anything like in the game.
Lower amounts of shaders? I think not. Shaders are almost tacked on as an afterthough to Doom III while Far Cry was built around them to begin with. Far Cry has a tonne more shaders and shader effects than Doom III has.
Did someone else get ahold of BFG's handle? FarCry's shaders are used for some water effects and on certain interior elements and that's about it. D3's entire engine revolves around shaders of varrying complexity. FC uses a few moderately to reasonably complex shaders while D3 use simple to moderate shaders for everything. Look back to Carmack's plan updates on the engine going back to '99/2K timeframe when he talks about needing the programmability of the register combiners/NSR to start work on D3- nothing with straight fixed functions would work(R7000 has no support while the NV1x core does).
What's the confusion? Doom III has no physics to speak of. Absolutely no ragdoll effects
To start with- the no ragdoll effects. D3's ragdoll goes quite a bit further then I've seen in any game with a proper IK system to go along with it. Besides simply making a dead body flail around living targets are also thrown around when being hit
including you. Has someone swiped your password or perhaps are you seeing a significantly older build of the game?
barrels explode with near-zero shockwave, and objects such as boxes barely even notice when you push/touch them.
Another area of confusion for me. When the barrels explode besides having the obvious shockwave effect on all the inanimate objects in the area(which is fairly standard now) they also toss the living objects in a proper trajectory not to mention a series of explosions will send the smoke and heat wave rippling out in proper proportion to the blast. I honestly am at a total loss here as to what it is you are seeing.
Good Lord, you must've not played any other titles then. Almost every game out there now uses ragdoll physics and it looks far better than Doom 3 does.
In D3
you suffer from the proper physical effects of 'ragdoll' physics(which sucks when you are in a heavy fire fight) along with all of the living characters, not just corpses. What's more, not only do the models simply show the physical impact of the shot, they have the bullet wound to show for it and they bleed from it also. You can also do things like shoot their jaws off, or their hands(haven't played around to see how far this goes yet).
It's not 128x0, it simply stays as a 32x0 part even while performing MSAA, unlike nVidia that cannot operate in 32x0 when performing MSAA.
If you are talking about zixels then it would need to be 128x0 to be performing 4x MSAA and running 32 stencil ops per clock. I don't have Painkiller yet but I'm tempted to go pick it up just to see what you are talking about here. You mention FarCry numerous times and I have run them back to back numerous times and they aren't in the same league, FC looks U2ish to me compared to D3.
Vian-
Are you sure, because I didn't notice any difference close up or a decent distance. Don't confuse the quality of Normal Maps and the 8xAF High quality provides.
I am certain, and there are 'issues' with ATi's "High Quality" AF in DooM3, but that is a problem with the board and not the engine(not related to the normal map compression artifacts btw).
Definitely does. No soft shadows.
We need radiosity to pull off the kind of dynamic lighting we are seeing in D3 with soft shadows properly, nothing is on the drawing board at any company that can handle that at the moment.
And the lighting system doesn't seem to reflect lights off of objects to lightly light the shadows produced by other objects. Under a light, an object can make a pitch dark shadow.
That is radiosity.
I've gotten light bugs too where my light wouldn't light up the area, but you could tell it was on. That even happened when I was following that guy holding the light. When the light would go out, all the lights, even independent of the power system would go down with it. Big bug.
Didn't have issues with it, not sure if it's driver related or not but nothing here with the Cat 4.7s(and trust me, I don't hesitate to bash for a driver bug if I see one ).
But Cray is just a bunch of CPUs, meaning that it is being done in software where it takes much longer. Damn graphics cards should have it, if they don't get it in hardware soon.
Read the IHVs comments on future features- real time radiosity is the last one anyone expects as it is the most complex by far. Even with state of the art CGI, radiosity remains hands down the most system intensive(as the rest of CGI gets more complex, radiosity needs to increase its accuracy also).
vss1980-
Technically speaking (once GPU's are available with enough power), this technique (or similar) could be used across the whole game/maps using a light source that moves with the player to create the low-level ambient light created from the flashlight shining onto anything even mildly reflective, with the output intensity of the light source causing the ambient light effect changing depending on the material the original flashlight is shining on.
Here's the problem with that- by simulating reflection bouncing lights off of objects that already have shaders you need to take into account the light interaction from the other sources and what simulated textures they have created on the object first and then cross reference that with the incoming reflected/simulated ambient light. Of course, doing that you then need to take into account the fact that the light is also bouncing back the other way so you need to figure out that interaction and have that on hand first too....... Gets tricky real quick and is the reason why noone has come up with a good substitution for real time radiosity yet.