Good Topic.
#1 posted by Shambler on 2011/08/26 14:30:46
I'm excited. I'm a DRM supporter, and will probably buy this at release time rather than waiting for a year or two and huge price drop as usual.
#2 posted by Text_Fish on 2011/08/26 15:23:40
Rage looks good. I wasn't aware there was any great DRM controversy around it though?
I don't like piracy or copyright theft, but I also think current DRM is blighted by some of the most daft concepts ever and should be dropped completely until a less ridiculous solution can be found.
Can't Wait.
#3 posted by Maric on 2011/08/26 18:24:58
Also, can't afford to keep up with the PC rat-race and haven't for a few years.
That said, this'll be a day one purchase for me and my 360.
#4 posted by necros on 2011/08/26 19:21:38
this is a game i think i probably would buy for full price, but my machine is about 5 years old now, so it's pretty shit and it would feel almost like a waste to play rage on such a bad rig.
i'm planning on doing a full upgrade next year some time, so i'll probably be picking it up then.
also, there's a little room on the bottom for another icon...
Hmm
#5 posted by nonentity on 2011/08/26 23:02:40
I thought PC gaming was less of a rat race these days due to the dominance of consoles (and there fixed hardware profiles) within the gaming marketplace and the prevalence of cross-platform development.
Also, what DRM controversy?
#6 posted by [Kona] on 2011/08/27 00:32:59
Fuck me you can paint on textures like the paintbrush in photoshop!!! That editor looks awesome.
#7 posted by Spirit on 2011/08/27 10:34:51
The DRM is "just" Steam. Most people seem to love that. I have not changed my mind about it.
Rage looks exceptional. Except maybe for the often quite low resolution textures. A shame really but I guess that is a trade-off for the uniqueness (which is overally a much better thing I think).
Combat looks kinda shit. But maybe people will make awesome mods. It sucks that level creation will be next to impossible.
#8 posted by Post on 2011/08/30 22:30:16
but will it have tools for mapping?
#9 posted by mh on 2011/08/30 22:34:37
It looks awesome. I'll definitely be buying it; I have no idea if I'll be able to run it but it will still be the most awesome looking slideshow I've ever owned.
I'm pretty "meh" about Steam. Couldn't care two flying ones about DRM either way, but the whole end-user experience of the program is just sluggish, unpleasant and confusing.
Post
#10 posted by jt_ on 2011/08/30 22:58:15
Carmack (iirc) said just bring down the console and enter ' id studio' and bam, you're in the editor.
#11 posted by sikkpin on 2011/08/30 23:14:33
^ Only in the x64 build, which won't be released at launch.
Seriously?
#12 posted by jt_ on 2011/08/30 23:32:37
Wtf.
#13 posted by necros on 2011/08/31 20:14:09
the editing suite is x64 only? but the game runs of x86 right?
the editor always looked completely integrated with the game in demos of it... i'm kind of surprised.
#14 posted by necros on 2011/08/31 20:16:12
k, so after my instinctive post...
http://www.pcgamer.com/2011/05/05/rage-to-ship-with-full-level-editor-id-studio/
seems to confirm jt's post. no mention about being delayed after launch.
#15 posted by mh on 2011/09/01 01:32:14
I remember hearing somewhere that the 64 bit is going to ship later; probably from Carmacks QuakeCon keynote or something like that.
At a guess I'd say that it's fine for inhouse use but might have some rough edges that make it not quite suitable yet for release to the general public.
Makes sense that the editor would be 64 bit only; we are talking about huge datasets here.
As I Understand It
#16 posted by DaZ on 2011/09/01 05:29:00
I think it will be very difficult to create new levels from scratch for Rage because none of the source textures will come packed with the game.
If I understand it right, the way Rage maps are built is that they are textured similarly to any other game, but then the artists can use "stamps" to modify and change every single pixel of texturing on the map and then save that out as a megatexture, which is then chopped up into many many bitesize chunks that the engine streams in and out during runtime. That process leaves the source textures unobtainable I think.
Maybe I'm wrong about the basic texturing of the levels too, maybe it's all stored in a megatexture right from the start before any stamping is done, I have no idea :P
Either way, that leaves 3rd party level designers with no textures to work with, unless id releases the source textures as a downloadable pack.
#17 posted by necros on 2011/09/01 08:18:51
oh, ok, i see what you mean. that's pretty bad honestly... i mean, for a title that's going to require top of the line hardware, how can you not release the 64 bit version? are they expecting fans to buy the 32 bit version first and then get the 64 bit version later? or is it just a matter of a small patch with a x64 executable or something?
also, i don't really understand exactly how windows alocates ram, but does that mean that rage, as a 32 bit application can't use more than 3.5gb of ram?
#18 posted by mh on 2011/09/01 11:08:07
Well Rage as a 360 title can't use more than 512 MB either (the PS3 is even worse because of the way it partitions it's memory). Word is that a GeForce 8 series is the minimum requirement; my suspicion for a long time is that the kind of rendering the engine does is actually extremely efficient (although as always there are tradeoffs in exchange for that).
Yeah
#19 posted by DaZ on 2011/09/01 12:10:32
I got the impression from things Carmack has said that the number of processor cores actually affects the framerate a fair amount, he said that the more cores you have, the more processing threads are available to transcode the megatextures as you move and look around the environment.
Also yeah, it runs on a ps3/360 so I'm not really concerned with performance on even a mid-range pc at this point. Maybe the graphics are enhanced on the pc version in some areas but overall I imagine the system requirements will be around the same as recent UE3 titles or crysis 2 etc.
#20 posted by anonymous user on 2011/09/01 12:36:01
Thats quite interesting... anyway give me the editor, I dont even need the textures - can always make your own, use free ones or make minimalistic maps
#21 posted by gb on 2011/09/01 12:56:14
I'll also buy it after my next system upgrade. This is a game that I'll probably simply want to have.
Editor - I don't care, there are enough choices for me to make kickass levels (and games) with already. idtech4 just became 4x as interesting with the announced engine release anyway.
No one can argue that idtech4 games look bad - brink looked excellent. So I don't really want this for mapping. Just for a gorgeous slideshow, yeah.
#22 posted by gb on 2011/09/01 12:59:40
And I also thought that combat looked a bit slow in the videos I saw.
Idtech4
#23 posted by Post on 2011/09/01 13:41:55
idtech4 games can look good, but doom3\q4 editor is frankly the worst mapping tool since Hammer editor
Compared to Cod4 tools or even good old GtkRadiant it was a torture and a crashfest.
#24 posted by gb on 2011/09/01 14:13:08
I use Radiant for basic idtech4 mapping. The built-in editor is only required for stuff like lights editing, insofar as GTKRadiant doesn't support it. I guess DarkRadiant would, though.
#25 posted by necros on 2011/09/01 19:19:22
but doom3\q4 editor is frankly the worst mapping tool since Hammer editor
never had any problems with it except the gui editor in D3 because it was in an almost beta state (the Q4 gui editor was fine).
Well Rage as a 360 title can't use more than 512 MB either (the PS3 is even worse because of the way it partitions it's memory). Word is that a GeForce 8 series is the minimum requirement; my suspicion for a long time is that the kind of rendering the engine does is actually extremely efficient (although as always there are tradeoffs in exchange for that).
i had no idea the 'latest' consoles had such low specs, tbh...
maybe i'll just go ahead and pick it up then... :)
|