S
Sham B
Ive been playing Doom 3 for a day so far... and
Is it me, or is it that the only really notable thing about Doom 3 is the large amount of texture
data per level....but the way they have built up this texture data is, well, a bit rubbish.
What they have done is to use lots of different low quality textures rather than fewer good quality
ones.
Okay, so they are using bumps and specular maps, but *even if I use the max texture quality*, the
walls still look like bad quality JPEGs close up. The only reason I can think that is causing this
is that a lot of the level textures look as if they have been sampled from video stills...urgh!
The lighting is cool, sure, and so is that haze effect and the way glass causes distortion, but the
game world just breaks up into jaggies as soon as I go near a wall surface
Good design is all about squeezing in more out of what is there in terms of hardware, not creating
content for hardware that doesnt even exist, especially when you waste resources the way the Doom
engine does by moving in a direction that doesnt seem to me to create better quality graphics -
theyve just put loads of texture data in there.... both far more than most users have the capacity
for in their hardware, as well as far more than most users will actually notice.
Bottom line... frankly, if I lose the textures, I end up with a load of models that are obviously a
bit lacking in poly count when compared to something like far cry, and lots of angular architecture.
R9800 pro, XP2800, nf2, 1Gb
S
Is it me, or is it that the only really notable thing about Doom 3 is the large amount of texture
data per level....but the way they have built up this texture data is, well, a bit rubbish.
What they have done is to use lots of different low quality textures rather than fewer good quality
ones.
Okay, so they are using bumps and specular maps, but *even if I use the max texture quality*, the
walls still look like bad quality JPEGs close up. The only reason I can think that is causing this
is that a lot of the level textures look as if they have been sampled from video stills...urgh!
The lighting is cool, sure, and so is that haze effect and the way glass causes distortion, but the
game world just breaks up into jaggies as soon as I go near a wall surface
Good design is all about squeezing in more out of what is there in terms of hardware, not creating
content for hardware that doesnt even exist, especially when you waste resources the way the Doom
engine does by moving in a direction that doesnt seem to me to create better quality graphics -
theyve just put loads of texture data in there.... both far more than most users have the capacity
for in their hardware, as well as far more than most users will actually notice.
Bottom line... frankly, if I lose the textures, I end up with a load of models that are obviously a
bit lacking in poly count when compared to something like far cry, and lots of angular architecture.
R9800 pro, XP2800, nf2, 1Gb
S