id's Tech 5 is not meant to push graphics cards to the limit

Saturday 14th July 2007, 02:02:00 PM, written by Farid

In an interview with IGN, Tim Willits, co-owner of id Software, developer of some of the most famous and advanced for their time 3D engines, says that his company’s latest engine was not created with the goal to make latest PC graphics cards beg for mercy. This time, the engine is definitely tailored for consoles and the PC, whereas id used to create PC engines and let its licensees handle consoles port down the lane.

At this year’s E3 Media and Business Summit, id only demonstrated its long since announced Enemy Territory: Quake Wars, a game currently in beta test. Nonetheless, the Texan ISV did not mind talking a bit about it long awaited and recently presented technology, Tech 5.

With these E3 interviews, we got learn that id’s engine and new IP were not promised to be high end PC showcases, but we also learned about the current state of the engine across the three platforms it currently supports.

Steve Nix, director of business development at id, on his end answered Gamespot’s questions. Some of these answers shed some light on Tech 5’s flexibility. According to Nix, the engine currently runs the same content in 60Hz across all the platforms --PC, Xbox 360 and PlayStation 3. Nix insists that the exact same assets run on the three platforms and that no extra steps were required.

This easy-to-use interoperability of assets across platforms in id’s solution contrasts with what developers experience with other engines, such as Epic’s Unreal Engine 3. The maturity of the engine on every platform, if verified in the facts, should be noted and appreciated by publishers and developers alike.

id is expected to reveal more information about its new game, engine and the new Wolfenstein game, Raven Software is currently developing, at the Quakecon taking place in early August.
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Tagging

graphics ± tech5, id


Latest Thread Comments (46 total)
Posted by Scott_Arm on Monday, 21-Apr-08 16:20:03 UTC
Quoting Richard
They hired what's-his-name from Sony that worked on a spiffy PS3 tech demo to use libgcm on the PS3 (they were using OpenGL ES before) so I expect the PS3 to hold its own at least (JC even said because of the memory split the PS3 version might have slightly higher quality texturing compared to the X360 - OTOH they would have to work harder getting the game memory requirements into the 256 - OS part of ram).

From what we know thus far the engine is pretty much API agnostic running through libcgm/OGL/DX depending on the target platform.
That's cool. I'm glad they went out and got the expertise they needed. PS3 is still an important platform if they want to stay relevant to their licensees.

I'm expecting cross-platform games to look nearly identical, but if they're supporting the hardware at the lowest levels, their engine might make some nice exclusives as well. I'd expect most of their business to be cross-platform though.

Posted by suryad on Monday, 21-Apr-08 19:08:37 UTC
I do not understand what the decision was (other than cost) by the console manufacturers especially considering the PS3 to restrict the RAM to such a minimal amount. It seems that is one of the biggest things is memory restrictions for these game devs.

Posted by Richard on Monday, 21-Apr-08 19:58:06 UTC
Quoting suryad
I do not understand what the decision was (other than cost) by the console manufacturers especially considering the PS3 to restrict the RAM to such a minimal amount. It seems that is one of the biggest things is memory restrictions for these game devs.
AFAIK, it's all about cutting overhead. If rumours are to be believed MS wanted to go with just 256mb total ram on the xbox 360 but was swayed by Epic to use 512mb instead. What a colossal mistake that would be. :cool:

Posted by suryad on Monday, 21-Apr-08 20:06:14 UTC
Quoting Richard
AFAIK, it's all about cutting overhead. If rumours are to be believed MS wanted to go with just 256mb total ram on the xbox 360 but was swayed by Epic to use 512mb instead. What a colossal mistake that would be. :cool:
I would think with 1080p resolutions in mind, something higher than 512MB would be common sense...I mean I downloaded Top Gear's Polar Expedition in 1080p and its over 7 gb. Granted its a video but even for someone not as knowledgeable as the console manufacturers I am sure the game devs would be much much happier had they got a gig of RAM in those consoles. I can only imagine what the guys at Polyphonic Digital have to go through to get Gran Turismo look like that! I am sure memory is only a small part...but somehow it does not make sense. Sorry to go off tangent...

Posted by aaronspink on Monday, 21-Apr-08 22:34:45 UTC
Quoting suryad
I would think with 1080p resolutions in mind, something higher than 512MB would be common sense...
You are assuming that most, IF ANY, of the actual games are rendering to 1080p instead of simply upscaling to 1080p. In most cases, the games aren't actually even rendering to 720P resolutions. Quite simply the hardware in both the PS3 and 360 are not really up to the requirements needed to render the games in 1080P.

Aaron Spink
speaking for myself inc.

Posted by Richard on Monday, 21-Apr-08 23:16:13 UTC
Quoting suryad
I would think with 1080p resolutions in mind, something higher than 512MB would be common sense...I mean I downloaded Top Gear's Polar Expedition in 1080p and its over 7 gb. Granted its a video but even for someone not as knowledgeable as the console manufacturers I am sure the game devs would be much much happier had they got a gig of RAM in those consoles. I can only imagine what the guys at Polyphonic Digital have to go through to get Gran Turismo look like that! I am sure memory is only a small part...but somehow it does not make sense. Sorry to go off tangent...
Well, there's always an argument to be made here that game developers will make do with what little resources they have available and that simply throwing hardware resources at them doesn't necessarily mean better looking games. To be clear, I do agree with you that even back in 2005 during xbox 360's release I felt 512mb was too low.

Posted by ChronoReverse on Friday, 25-Apr-08 00:56:49 UTC
Quoting aaronspink
You are assuming that most, IF ANY, of the actual games are rendering to 1080p instead of simply upscaling to 1080p. In most cases, the games aren't actually even rendering to 720P resolutions. Quite simply the hardware in both the PS3 and 360 are not really up to the requirements needed to render the games in 1080P.
Why is that the case anyway? PC's have been able to play 1280x1024 for ages with AA/AF and the lot and it's usually the higher resolutions that cause trouble.

How come consoles, with the advantage of low-level programming, almost can never get 1080p30?

Posted by Davros on Friday, 25-Apr-08 01:00:00 UTC
my guess, not enough gfx power and not enough memory

Posted by aaronspink on Friday, 25-Apr-08 02:05:05 UTC
Quoting ChronoReverse
Why is that the case anyway? PC's have been able to play 1280x1024 for ages with AA/AF and the lot and it's usually the higher resolutions that cause trouble.

How come consoles, with the advantage of low-level programming, almost can never get 1080p30?
Memory has a MAJOR effect. Its likely that your graphics card alone has as much if not more memory than any of the console have total memory.

This is most obvious when you look at the PS3 which has essentially a 7800GTX video card but with only 256 MB of memory.

Posted by Rys on Friday, 25-Apr-08 08:50:49 UTC
7800 GTX came with only 256MiB :razz: You needed the high-end GTX 512 to get more.But the point stands of course, VRAM budgets are there to be heeded.


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