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benjo_t

Man, I wanna play that Youkai Watch game. Looks great. Hope it gets a western release.

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DOOM, idTech and MegaTextures

DOOM is coming, but I hope MegaTextures are gone.
DOOM is coming, but I hope MegaTextures are gone.

We recently had our first glimpse of the newest entry in the long-lived Doom series, styled simply as DOOM, at this year’s E3 conference. First for most of us, anyway, as id did in fact show the game to an audience at QuakeCon in 2014, though this footage was kept behind closed doors - a troublesome but not unheard-of marketing technique in which the majority of gamers are denied a chance to actually see the game, the hope being that the subsequent hyperbolic testimonies of those few who did actually see it will drive a ravenous fandom into hype-fuelled frenzy, all without any actual footage on which to assess the thing.

Nevertheless, we eventually got to see a decent chunk of what id is happy to confirm is actual game-play, replete with that special brand of DOOM shotgun worship, a reunion of the classic cast of demonic hooligans all prettied up in high definition and a stack of grizzly first-person finishing moves, a first for the series if you don’t count Brutal Doom, which saw jaws torn asunder and demonic faces bashed repeatedly into pulpy satanic burger to the whooping and general satisfaction of the crowd. It has to be said that the game looks fun, if still a way off from the frantic pace of the strafe-jumping, 43-mile-per-hour-running original.

Fan reaction seems warm, if somewhat perturbed by certain aesthetic elements such as a colour filter some would rather see removed, in a sentiment that recalls reactions to Deus Ex: Human Revolution, another modern take on a well-established classic which, lingering colour-filter complaints aside, did very well in approximating a modernised experience of the game it rebooted. If DOOM can match Human Revolution in that regard I think we just might all be content.

Thinking about it, negativity toward colour palette decisions in games seems to be something of a recurring reaction - I remember many altered pictures of Diablo III doing the rounds before its release as part of a wave of opinion that the game simply wasn’t dark enough. I think, generally, there’s an argument to be made for trusting the artistic principles of the people whose job it is to beautify our games, but even so, the fidelity of the “fixed” examples of these games is surprisingly appealing. Perhaps id has been too quick to wash its environments and character models in a wave of greeny yellow, dulling the otherwise appealing vibrancy of its monstrous demons and over-softening instances of potentially visually interesting contrast. It’s hard to say; I’m no game artist. Yet while I’m happy to sit on the fence of colour-washing for now, there is one thing I really do hope they remove: MegaTextures.

What’s a MegaTexture? In short, it’s a method of retrieving game textures that revolves around the use of a single, huge texture instead of using lots of repeated smaller textures. You can read more about it on an informative Reddit thread here, or over on Wikipedia.

The idea is that by using an extremely large texture, which is compressed and streamed in and out of video memory as required, we can have game worlds that don’t rely on tiling the same small textures over and over - in theory, every patch of the game’s world is visually unique. It’s a cool idea, but in practise I consider it to have seriously negatively impacted id Software’s latest games.

If you’ve ever played RAGE or Wolfenstein: The New Order, you probably noticed that the games suffer from an extraordinary level of texture pop-in. Particularly on consoles, where hard drive speeds are slower, merely turning around on the spot results in textures slowly loading in, creating a blurry and distracting experience. The games might be forgiven for this if the MegaTexture technique resulted in especially beautifully rendered textures, but the fact is that the giant MegaTexture is so heavily compressed due to storage concerns that even a cursory glance reveals horribly low resolution and messy, indistinct textures. Further, it’s hard to even appreciate the ostensible benefit of a truly visually unique world. Turns out that in RAGE, one patch of sand tends to look like any other. Whether a particular texture is repeated or not throughout a level that is comprised of more than its textures is just not something I tend to notice, and games are already adept at disguising the use of tiled textures in ways that make repeating art assets a non-issue.

It’s not an exaggeration to say that in some instances Doom 3 has clearer, more legible textures, particularly when text is involved, than the games that succeeded it. And it does so without having to distractingly stream textures in and out. The practical cons of MegaTextures simply outweigh the conceptual “coolness” of knowing a texture isn’t repeated for me. I ended up unable to finishWolfenstein, despite feeling it was an excellent shooter, so distracting was the popping and over-sharpened, low resolution texture work on display. The painful thing is that it’s obvious much work was poured into the source texture - it’s the compression that killed the quality, laying waste to artists’ meticulous work in the process.

I’ve pulled some examples off the web to try and illustrate what I mean:

Doom, 2004
Doom, 2004
RAGE, 2011
RAGE, 2011

I have a huge amount of respect for John Carmack, who is a genius-level programmer and instrumental figure in the industry. His personal interest in games development and engine programming have contributed to gaming in a way that cannot be understated. Yet, it’s probably that very passion which led to the inclusion of a feature that simply wasn’t feasible to pull off in the hardware generation it was targeted for - a concession Carmack himself made when DOOMwas revealed.

It’s hard not to be charmed by Carmack’s passion-project approach to his engine - he clearly just wanted to implement an awesome, technically impressive feature - but I find myself convinced it was to the detriment of the games as a whole. Carmack’s passion for development meant he envisioned a feature that was technically interesting, but practically infeasible. A fun project for him to devote time to, but one that arguably solved a problem no one was having. I’m not a game developer: I have little understanding of the complexities that make game graphics tick. All I can say is that as a player, the tech made the games look worse and perform worse, for zero trade off in visual competence. In fact, the games looked relatively worse than their predecessors.

As we know, Carmack moved on to Oculus VR where he will doubtlessly drive innovation, rising to the complex technical challenges that so clearly drive his passion for development.

With his departure, and the hiring of Tiago Sousa (R&D Principal Graphics engineer of Crytek) I’m left to wonder how MegaTextures will be handled going forward. I’m not opposed to its inclusion if it works this time around. Part of me thinks that it must have been very hard to say no to feature ideas of the creator of Doom, and that mega-texturing might quietly slip out of whatever version of idTech powers id Software’s next games - left out as the interesting, doubtlessly prescient, but ultimately flawed experiment of the legendary developer.

16 Comments

16 Comments

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benjo_t

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Edited By benjo_t

Hi folks, decided to do a semi-regular blog here on the largest of bombs. Was initially going to Tumblr it up but I realised that's really not a platform for longer writing. Hope someone enjoys.

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Justin258

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I had no problem with pop in either game :(.

But yes, close up, megatextures look kinda not great. They were great for consoles, I think John Carmack really wanted a way to get every game to run at a consistent 60fps, but console gamers generally don't mind 30fps and PC gamers already get everything at 60.

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buzz_clik

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"A fun project for him to devote time to, but one that arguably solved a problem no one was having."

This sums up MegaTextures perfectly for me.

While I didn't ever really notice any texture weirdness in the Wolfenstein games, it was all too apparent to me in Rage.

When I first played Rage I remember appreciating the ambition and intention of what MegaTextures offered; I also couldn't help but feel that id's First Big New Game in Way Too Long wasn't the place to be debuting the tech. If you're the godfather(s) of a genre and it's your first game in seven years and it's a new IP you're hoping will catch on, you'd better make sure that product puts its best foot forward...

Rage entered the room, smiling brilliantly. It looked resplendent in its beautiful, lavish garb. In the next instant it pivoted the wrong way, tripped on its gorgeous cape, and tore its wonderful new clothes to ugly shreds as it stumbled about trying to regain its footing.

Nice blog, duder! I'm quietly excited for The New Doom Experience, even if it looks like it hews closer to Doom 3 than I'd prefer.

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benjo_t

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@believer258: I'm jealous! Even on a relatively beefy PC with SSD I got attrocious pop-in with all the games that utilise megatextures.

@buzz_clik: Thanks Buzz! I agree - Rage was a wonderful looking game on the "big picture" and "stand still and enjoy this scene" level, but in motion it all just fell down for me.

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gundogan

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Edited By gundogan

Texture popin is not directly related to megatextures. Quake Wars used them and didn't suffer from it. Running large open singleplayer maps on old hardware like last gen consoles at 60fps max does require some trade offs like popin and shadows that are baked in the megatexture. With DOOM they hopefully don't have to do that anymore. Although megatextures on larger singleplayer maps will prolly still result in blurry textures because you can't bump up the resolution of the texture to the extreme since that would require an insane amount of memory. I guess it works best in multiplayer games like Quake Wars where the maps are still big, but not that big.

The supersharp interactive (that's the important thing here) text in Doom 3 on computer screens and panels is a seperate technique which can be used with megatextures since they are not part of any other texture. But I guess there wasn't much need for it in RAGE (except at the very beginning) and Wolfenstein. Funny thing is, is that Doom 3 suffers from fairly blurry textures too and was criticized for it (although these days there're some good high res texture packs available, something you can't do with megatextures).

This is how good Doom 3 can look these days.
This is how good Doom 3 can look these days.

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Justin258

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@benjo_t said:

@believer258: I'm jealous! Even on a relatively beefy PC with SSD I got attrocious pop-in with all the games that utilise megatextures.

@buzz_clik: Thanks Buzz! I agree - Rage was a wonderful looking game on the "big picture" and "stand still and enjoy this scene" level, but in motion it all just fell down for me.

I first played through Wolfenstein the day it came out on a machine built in 2012 with a 7870 in it and an old fashioned 7200RPM HDD. The whole machine was at the upper end of "mid range". I mean, I did have some pop in, but I only ever saw it when I first started the game up or when a new level loaded in. If that bothers you so much that you stop playing the game, I guess you didn't play anything made with the Unreal 3 engine?

Whether or not "megatextures" are a good idea is a tough one. I first played Rage when it came out on the 360 and I was pretty floored by the scope of that game. It moves pretty fast, is pretty large in scope, and runs at a silky-smooth 60FPS on the Xbox 360. There was some pop in, but not enough to keep me from playing it (also, I had a 360, I was used to the Unreal engine pop-up in Gears of War and Borderlands). From my understanding, megatextures allowed that game to run as well as it did on consoles. Obviously it was a different story on PC, but I don't think that was an issue inherent with megatextures or even idTech 5, that was just a bad port job that was later patched up (Rage on PC plays just fine these days).

I'm not a developer or a programmer or an engineer, but would it be possible to use megatextures for big, wide-open outdoor areas and "normal" textures for indoor areas? Rage and Wolfenstein looked their best when taking in a whole room and sometimes looked like Half-Life 2 when way up close to something.

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benjo_t

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Edited By benjo_t

@believer258: As I mention in the blog, I would get pop-in just turning on the spot, no exaggeration. Unreal 3's pop-in when a level first loads up is trivial by comparison, in my experience. Once loaded in they generally wouldn't pop again, but in those idtech games you can just spin on the spot and watch the textures try to keep up. Don't get me wrong, I'm certainly not turning my nose up to a slight technical hiccup thing here, I found the constant streaming in and out of blurry textures to be egregious and worse than other games. I couldn't stop noticing it despite wanting to just get through the games, but watching the textures redraw themselves constantly was, for me, really damaging to "getting into" the game.

Concessions to hit 60FPS on console are fair enough, but it has to be balanced with maintaining a consistent visual experience and I think the technique falls down there.

@gundogan: Great image, Doom 3 can look really nice with a few mods installed. I'm with you that Doom 3 had its share of low-res textures, but I can't help but feel the lowest points of Rage exceed the lowest points of Doom in that department.

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Driadon

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Edited By Driadon

I couldn't play RAGE on the PC because of how their shader system had to process on the fly thanks to the memory hog that was megatextures. It was disappointing; I feel I'd like that game, but if every second i turn to face and enemy and see a huge messy blob for half a second, it's going to be a big distraction. I didn't notice the same issues on The New Order, though I played that on PS4. Possible they had either refined that, or there's some sort of processing-to-memory solution they were able to implement between 2011 and 2014

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chilibean_3

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Not much to add other than nice blog, duder.

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benjo_t

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@driadon:RAGE is a good game, but its tech issues were so off-putting for me that I vowed to wait for a sale on Wolfenstein. A few hours in, I was confident that the pop-in was just as bad as it had ever been, and I refunded the game. I was bummed, because it's so clearly a well made shooter in every other respect, but I was actually getting a bit woozy as a result of the streaming in and out.

@chilibean_3: Thanks duder, appreciate it!

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jakob187

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This is the first blog in a couple of years on Giant Bomb that I have read in full. Well handled, sir. Enjoyed the read.

Personally, nothing about the new Doom that has been shown has me excited at all. Then again, I used to do speedruns of Doom II and Final Doom plus the Master levels. I know Doom levels as being, like, 40 seconds long and shooting the bare minimum of things. Therefore, I know that I exist within a different spot when it comes to what I think about Doom in general.

I will say that I thought the point you brought up about fans bitching over the coloring of Doom and Diablo III was a good point to bring up. I honestly never had an issue with Diablo III's increased color palette, but that's also because I think that game is pretty gorgeous in its own right. There are a lot of interesting little tricks that they use in that game to give it more detail than it honestly has any right having. However, with the new Doom, I agree that the color desaturation is bogus. Doom has ALWAYS been a colorful series, from its humble beginnings at pixel blocks to even Doom 3. Everything I've seen for the new Doom just looks like someone smeared shit on my screen to add brown to it.

The funny thing is that I always tell people that graphics don't make the game. However, when you're talking about Doom, that's...kind of the reason you are coming to that game, beyond...ya know...splattering the shit out of hellspawn. You want to see how fucking pretty it's going to be. It's the kind of game series that MAKES people upgrade their computers. I feel like, based on what we've seen initially, this is just a bit sad, to see such great artists sticking with this...brown "Call of Duty/Battlefield/Spec Ops/Titanfall/insert other random shooters here" look.

As for the megatextures, I never actually played Rage...because it never looked like it was good. I still haven't played the new Wolfenstein either. It's not that I don't want to. It's that...well...Diablo III and Marvel Heroes basically own my soul at this point. I'll check it out eventually, though. Nonetheless, your blog was enlightening on the subject of megatextures, and now I am going to go do more research on this stuff.

Thanks for the read again.

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gundogan

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@jakob187 said:

I will say that I thought the point you brought up about fans bitching over the coloring of Doom and Diablo III was a good point to bring up. I honestly never had an issue with Diablo III's increased color palette, but that's also because I think that game is pretty gorgeous in its own right. There are a lot of interesting little tricks that they use in that game to give it more detail than it honestly has any right having. However, with the new Doom, I agree that the color desaturation is bogus. Doom has ALWAYS been a colorful series, from its humble beginnings at pixel blocks to even Doom 3. Everything I've seen for the new Doom just looks like someone smeared shit on my screen to add brown to it.

Thats my main concern with the new DOOM as well. Everything looks very brown. All the enemies are brown, hell looks brown and the indoor levels looked kinda brown too. I prefer colourful games like Gotham City Impostors, Serious Sam and Bulletstorm and Doom 3's excellent use of lightning showed indeed that even a dark game can be colourful in it's own way too. Gameplay looks alright though and smartmap might be a neat little thing for people who found the radiant editor a bit daunting. Super Doom Maker!

RAGE and Wolfenstein are great shooters btw and I wouldn't dismiss them because of the used tech. On the PC the texture pop-in is in my opinion very minimal on max settings (RAGE added some options to reduce texture pop-in later on) unless you want it to happen by spinnning around constantly like a madman. Even then it doesn't bother me that much since especially RAGE has some neatly visually designed levels and opponents.

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benjo_t

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@jakob187: That is high praise duder, thanks for the kind words!

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One of the weaknesses of Megatextures was it didn't allow dynamic lighting as it was all baked into the textures.

Pretty sure idtech6 (Doom and the new Dishonored game) is either using reworked megatextures or something else, there are some articles out there about it.

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I dont know to what extent they are using mega textures on Doom4 but it makes the most sense in large "organic" areas where you would not expect repeatable geometry and textures. The landscapes in Rage (or Hell in Doom) are a perfect fit for mega texturing while the space corridors in Doom are not as they are inherently made up of repeatable elements. However, using mega textures even here in some capacity would allow for unique detailing, so maybe they import traditionally textured meshes and then convert the whole level (baking) to mega textures for those final touches.

Comparing the use of mega texturing to how the artstyle of a game is executed are not really directly related here IMO. Sure, a technique can affect how the art is being made and allows for different approaches. In the original doom they had windows everywhere to leverage the skybox outside, and so forth. But this art direction in Doom4 could have been achieved with or without mega texturing IMO (i am a game artist by profession). It has more to do with the fidelity that they can now achieve: The use of lighting and shaders and allows for a more "cinematic" look where garish colors like in the original doom would look out of place. Back then, they did not have any type of shading and very limited colors so in fact the original doom looked like it did because of its limitations (to a wide extend).

Also on your concerns for blurriness and popping textures: remember that Rage was developed with the 360/ps3 in mind and with that came ALOT of crazy limitations. On PC the textures could be larger but this puts more strain on the hardware (and they somehow botched the early PC version). IMO mega texturing was a generation too early with Rage but it makes a lot of sense to explore the technique now with this generation. Yes it sometimes doesn't have the crispness we are used to but it can really empower artists and some of the scenes in Rage are still gorgeous (better looking than most games even this generation) What im trying to say is: Dont dismiss it so readily :)

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Macka1080

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Nice piece, @benjo_t! I had similar issues with Rage on PC, and ended up playing it on a less powerful laptop that for some reason managed to avoid the worst of the pop-in.

As an addendum to your comments regarding Carmack, in the fantastic retrospective book, Masters of Doom, it seems that Carmack exhibited the very same tech-focused approach to all of id's games. All of id's titles were built around the latest programming innovation Carmack had come up with at the time, with the games having to squeeze into a mould predicated on being technically outstanding, but not necessarily conducive to playability. That didn't stop games like Doom and Quake from being great, but it certainly caused a few headaches along the way.