For me it just says "downloading" and nothing is happening.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
Ah, ok, works on Chrome after all. But Firefox nope. At least not for me.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
It's interesting just how open idTech3 is to modding, Sikkmod and others programming the older OpenGL API base to entirely new functions and features plus textures way above the back then really high resolution and other stuff.
Wonder what Carmack is doing now, idTech was ahead of the curve at one point but then it sorta faded a bit though his tech expertise and knowledge and the rest of the team or those that remained since some of the key talent left earlier was also quite impressive or how to say.
The actual games could be a bit more divided in opinion though on how these were received, liked what they and Raven (Stuck doing Call of Duty maps now?) were doing back in the 90's however.
EDIT: Also what is becoming a rarer example the above visual and tech would IMPROVE over the years and from the alpha (and leak.) to the final game when compared against the reveal here and the later tech.
Though some of it was still entirely scripted and put for showcase only for the E3 alpha demo of course. Nothing uncommon.
And doing a excellent job from what we know of DOOM 2016 and we'll see with DOOM Eternal, Wolfenstein New Colossus is a bit more mixed though he helped out with that game too and it's idTech 6.5 base and driving async compute usage even further.
(AMD? Yeah I guess that might be a factor too as AMD probably wanted more of that.)
Probably for Windows one of the best showcases for the Vulkan API too.
EDIT: Well he probably did more than "help out" Machine Games might have made the game but he and his team at id Software probably were responsible for most of the underlying game engine and changes from 6.0 and DOOM2016
EDIT: DOOM Eternal should hopefully also bring in more from Vulkan 1.1 and it's various enhancements beyond just vendor specific extensions and fixes but it's up to the developers to leverage it to best effect for their software. API's are just one part of it.
One thing that really annoyed me in Doom was the megatexture nonsense that caused textures to fade in, so you had low texture gun on swap and then a second later it streamed in. Yuck. I think they solved that for Wolfensten 2. If I recall correctly, they removed megatexture completely from the engine at that point. Hopefully Eternal will be free of that mess too. Megatexture is a failed idea that has no actual benefit for users and complicates the content creation pipeline so much. Lose lose.
Yeah it was used back for Rage and idTech4 and OpenGL 3 somewhere probably helping console and memory limitations and in the process also providing a huge texture that could be split and streamed into chunks but the downside this huge texture file size for a 32x32 k texture file or larger. (Rage itself might have used a bit lower.)
Nowadays OpenGL itself and then Vulkan could probably do a better job for texture streaming and improvements to compression and other factors probably also allow for a great looking effect without the texture file or files taking up 50% of the total disk space for the title.
Didn't work at all for the first person guns in Wolfenstein 2 until a later patch corrected the issue, some tweaking of the settings can improve the texture fade-in but then the other downside comes up and that's a huge increase in VRAM and RAM requirements.
To the extent of 12 - 16 GB alone for Wolfenstein New Colossus and that's from a slight increase only as the default settings are already borderline for the hardware users would have to an effect of 8 - 10 GB of RAM consumption and 6 - 8 GB of VRAM from memory trying to push as much as possible as being loaded and also cached for faster loading.
EDIT: I believe the D3D12 API also has support for a form of tiled texture loading likely intended to improve RAM or VRAM utilization or overall usage but I don't believe any game has so far utilized it but then again many of the current D3D12 games seem to piggyback from D3D11 so it would take a from the ground up implementation to fully showcase the effects of that and the API overall.
(Which we've seen in what, Ashes of the Singularity so far only possibly?)
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