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RAGE Tool Kit

polycounter lvl 12

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  • ambershee
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    ambershee polycounter lvl 17
    It's nice, but it's about a year too late, really :/

    It's 35GB minimum.
  • WarrenM
    Can't wait to see what people do with this! Long build times though...

    From the PDF:


    TYPICAL BUILD TIMES:
    Initial map loads: 20–60 minutes
    Load times after initial load: 1–3 minutes
    Build an asset mod (does not include any maps): 10–30 minutes
    Build a mod that includes one map about the size of Wellspring: 20–40 minutes
  • ambershee
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    ambershee polycounter lvl 17
    Yeah, it's a bit brutal. Those load times are on fairly top-tier development hardware too.
  • Davision3D
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    Davision3D polycounter
    WarrenM wrote: »
    Can't wait to see what people do with this! Long build times though...

    From the PDF:


    TYPICAL BUILD TIMES:
    Initial map loads: 20–60 minutes
    Load times after initial load: 1–3 minutes
    Build an asset mod (does not include any maps): 10–30 minutes
    Build a mod that includes one map about the size of Wellspring: 20–40 minutes
    Oh wow, that doesn't sound like fun then.
  • dtschultz
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    dtschultz polycounter lvl 12
    WarrenM wrote: »
    Can't wait to see what people do with this! Long build times though...

    From the PDF:


    TYPICAL BUILD TIMES:
    Initial map loads: 20–60 minutes
    Load times after initial load: 1–3 minutes
    Build an asset mod (does not include any maps): 10–30 minutes
    Build a mod that includes one map about the size of Wellspring: 20–40 minutes


    Yeah, I just read that. That's pretty amazing. Oh well, I still want to look through it.
  • Autocon
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    Autocon polycounter lvl 15
    WarrenM wrote: »
    Can't wait to see what people do with this! Long build times though...

    From the PDF:


    TYPICAL BUILD TIMES:
    Initial map loads: 20–60 minutes
    Load times after initial load: 1–3 minutes
    Build an asset mod (does not include any maps): 10–30 minutes
    Build a mod that includes one map about the size of Wellspring: 20–40 minutes

    Sweet Jesus, who would use this tool kit with load times like that!?
  • Zepic
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    Zepic polycounter lvl 11
    Autocon wrote: »
    Sweet Jesus, who would use this tool kit with load times like that!?

    And just think how fun it would be if you kept getting crashes.
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    Well now we know why the game turned out so bad, they just did not have time to iterate :)
    Also 35 - 43 GB might be a bit to much for me :P
  • dtschultz
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    dtschultz polycounter lvl 12
    From Shacknews: "Don't expect your modding progress to be quick and painless, though. "Doing significant work will require patience, because internally we use a 300 core renderfarm for megatexture creation," id's John Carmack said on Twitter." Hah. I guess, that's why.
  • [HP]
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    [HP] polycounter lvl 13
    Bathe on me baby!
  • rollin
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    rollin polycounter
    me want's do make character modelszzz not maps
  • Zepic
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    Zepic polycounter lvl 11
    dtschultz wrote: »
    From Shacknews: "Don't expect your modding progress to be quick and painless, though. "Doing significant work will require patience, because internally we use a 300 core renderfarm for megatexture creation," id's John Carmack said on Twitter." Hah. I guess, that's why.

    So, on average, how long do you think it would take to create a standard megatexture on your typical quad core home PC?

    "Oh, this MEGAtexture is gonna be GRREAAT!!"


    cutcaster-photo-801049891-Comical-man-in-helmet-and-skeleton-mask-with-computer.jpg
  • Hristo Rusanov
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    Hristo Rusanov polycounter lvl 7
    Any info about importing custom content?
  • eld
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    eld polycounter lvl 18
    To be fair, they were sceptical about releasing the tools to begin with for the very reasons mentioned in this thread, but people cried foul.

    It will never be the hobbyists toolset in the way the previous engines were due to the pipeline.
  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    How big is the Wellspring map? Aren't the timings based from how the final game shipped? I've had relatively small sized scenes in UDK take a while to process, mainly because of lightmaps. 40GB+ is pretty hefty though.
  • Andreas
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    Andreas polycounter lvl 11
    WarrenM wrote: »
    Can't wait to see what people do with this! Long build times though...

    From the PDF:


    TYPICAL BUILD TIMES:
    Initial map loads: 20–60 minutes
    Load times after initial load: 1–3 minutes
    Build an asset mod (does not include any maps): 10–30 minutes
    Build a mod that includes one map about the size of Wellspring: 20–40 minutes

    FFS. Not sure how this mega textures concept ever got out the gate.
  • Andreas
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    Andreas polycounter lvl 11
    @ Andreas because of John Carmack

    Well of course, but the man is much smarter than that. Megatextures should have been shelved at prototype stage; not a mad idea, just 5-10 years too early.
  • Lennyagony
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    Lennyagony polycounter lvl 14
    I'm so damm excited to try check this baby out. I wonder if this means we are going to see uncompressed, or less compressed versions of Rage in the very near future.
  • mutatedjellyfish
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    mutatedjellyfish polycounter lvl 10
    Andreas wrote: »
    FFS. Not sure how this mega textures concept ever got out the gate.

    From what I understand from our engine guys at work, it has the potential to run much faster than vertex-blended layered textures. Generally, blended textures create overdraw up the wazoo and the more layers you have (ie the more "next-gen" and "totally awesome" you want your mats to be), the worse it runs. It eats dev time, but devs who invest in the tech can set up render farms like the film boys to offset that, but it pays dividends in the quality-vs-framerate tradeoff. Kudos to iD for blazing that trail so the rest of the industry can jump on and build off what they've done to make it better.

    I might bite it and download all 43gigs just to play with the tech before we switch to it at work.

    Personally, I wont be sad to see the end of the days of blend maps and vertex color.
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