WOWEE! I stay away one day because of personal work, and a volcano erupts in my face.

Let's take this one at a time, shall we?
DKant said:
But methinx DIII scales better and looks much better @ low res and low settings, provided u meet the min requirements. HL2 on the other hand needs relatively high-end h/w to show its true colours, but needs a lower end sys to begin with.
Simple and true, I couldn't have put it better myself. D3 indeed scales very well, and I've heard of people being able to play it 640x480 with all the effects turned off on a GeForce 2 class video card, and in some cases (ahem, cody!) without a video card at all. And in all these cases, its not like it doesn't really look good. It actually does! Sure, you won't have all the DX9.0 effects, but in the end, playing the game is enough for many people out there. But then, there is no point arguing about which is better, the Doom3 engine or Source, since they're both great in their own aspects and each have their own limitations.
gxsaurav said:
U R talking much like a formar member Anidex, who bashed NVIDIA & Doom3
Doom3 didn't had any outdoor sceans, reason, U were in a mars base not a hill station, U go out, U die, remember those outdoor sceans which comes when U cross from one lab to other via that pressure lift, that is the most smooth I have ever seen
I have played HL2, the outdoor sceans are really good, but the thing is that since there are no outdoor sceans in D3 U can't say it sux in that, mod maker have clearly stated that HL2 also sux when it comes to indoor sceans, the Zombies in Doom3 were looking like real zombies, slimey bloody but in HL2 the zombies where really bad, no round textures in HL2, & also optimized for ATI,hey Far Cry supports DX 9c compleately still it favours FX more then Radeon 9800 when it comes to quality? Y
The beauty of outdoor sceans of D3 engine can be seen in Doom3 RoE soon in april, alongwith great physics system
(sigh) I dont know about Anidex, but I am NOT bashing Nvidia and Doom3. In case you haven't noticed my signature, I happen to running my games on a 5950U myself.

And Doom3 remains, and will remain, one of my most favorite games of all times. What you seem to have missed is that I was talking not about the game, but the engine. I never said HL2 or Doom3, I said, the Doom 3 engine and Source.
So, I can totally understand the logic (and actually appreciate it) that Doom3 does not feature outdoor scenes. Of course, it makes it extremely believable when you're running from one airlock into another and barely have time to hunt for air canisters and strewn goodies before dying of asphyxiation. And I know HL2 is not THAT good as Doom 3 when it comes to "realistic indoor environments."
But then that reminds me of people who say that life cannot exist on planets that are not Earth-like and similarly, how cool it was that once you killed the monsters, they disintegrate and return to Hell, and your argument as to how smooth the outdoor environments looked like when you were travelling between airlocks.
a) Totally irrelevant now, but it sets the stage for the next explanations, kind of. It is WE who have evolved to take advantage of the Earth's environment, its not the Earth that has changed for us.
b) id Software knew that leaving the monsters lying around dead and tracking the objects in the gamespace was pretty demanding on memory, (I will explain more about Doom3's memory issues later) so they came up with the explanation that they returned to Hell once they were killed. Nice PR work there on their part.
c) Doom 3 (the game and not the engine) has pretty limited capabilities for rendering realistic outdoor environments without pushing up system requirements and making a lot of older cards unable to play the game (bad from a developer's perspective) so they came up with limiting your oxygen supply and using a Martian sandstom as a distance culling fog to limit your visibility of the outdoor environment. It looks so smooth because it requires lesser system resources.
So, in the end if you see, more than half of the entertainment industry, be it movies,animations or games, is focused on "tricking" your brain into completing the puzzle. Of course, you're learning Director MX, you will come to learn of this later, how to trick your users' brains and lessening your workload and filesize and keeping up framerates.
I don't know of a single game that doesnt tweak the hardware to its advantage, (and technically they'd be fools not to) so while HL2 took advantage of ATI cards, Doom 3 took advantage of Nvidias. While you might think Far Cry is platform-neutral, the fact is that its not. Nvidia cards use OpenEXR based technology in their cards ever since the FX series, and Far Cry uses that ability to run better on Nvidia cards, leaving the traditional rendering based ATis behind when it comes to benchmarks.
Half of what you see in Doom 3 are "illusions" - a sleight of hand that tricks you into believing something thats not there. Doom 3 boasts of extensive bump mapping, but did you know that for ALL their cry about bump-mapping, it uses just normal maps instead? Models in Doom 3 use normal maps to "emulate" high geometry details, simply by tying them up to textures instead of triangles.
The normal (not bump) maps are also responsible for the interaction of surfaces with their incident rays of light and the shadows are actually more detailed than the objects that cast them. So when counsellor Swann, (with a hexagonal skull, thats right, he's got a hexagonal skull) looks good in the final rendering sequence. Which is also why when an imp throws a fireball, it casts perfect shadows on the walls, also making the normal maps on textured surfaces look 3D though they are utterly flat.
When Doom 3 was being made, this process of using normal maps for emulation was considered the best because it saved on geometric processing, which could have meant that the engine would be hopelessly obsessed with rendering high-geometry, totally bringing it to a screeching, grinding halt if they had used bumpmaps instead. Also, it was using the poorer quality S3TC algorithm instead of the ATI-based 3Dc algorithm when it came to compressed textures. Which is why the main textures are extremely low detail and cannot even be compared with Painkiller, leave alone Far Cry or HL2. If you use bumpmaps in all the surfaces and try to put in high-detail for the main textures also, then you would need a 512MB video card to run the game. Nvidia cards have the ability to double the fillrate when writing to Z buffer and stencil buffer, which is something that the ATIs don't have in place, so thats why it performs better on Nvidias than on the ATis.
I hope that helps clear up things a bit.
tarey_g said:
Remember,
when u r writing about something that you dont know , u r misguiding people . Read this ........
What the... misguiding people?

You know, you're the first person to tell me that I don't know what I am talking about.

Its been over two years since I got out of my obsession with being involved with game design and turn to coding enterprise systems and applications, but that doesnt mean I dont follow what's happening in the game design world or know whats being said. Please dont criticize me like that again.
tarey_g said:
This in fact is completely untrue, because the engine is quite capable of rendering big, detailed outside worlds. You will see the outside capabilities of the engine in Quake 4 and it will dramatically change people's perception on what the Doom 3 Engine can do. The Doom 3 engine is more suitable for inside environments though, because of its BSP (Binary Space Partitioning) system for optimizing the graphics engine. The Doom 3 Engine also supports larger textures, which in the future will allow the textures to look even better. The Source Engine is pretty much the opposite. It is more suited for outdoor environments and its inside environments don't look nearly as lifelike or detailed as Doom 3's
Read this post entirely, the parts where I talked about the capabilities of the Doom 3 engine. All I said was this:
enoonmai said:
but no one has seen what the engine can do when it comes to rendering large outdoor environments. And judging by pretty much every single mod developer out there who says that Doom 3 sucks big time when it comes to rendering outdoor scenes.
And I stand by what I say. All current mod developers, including the ones for Hexen, Icefields, the UAC Warface MP mod, etc. have said that the "current" avatar of the Doom 3 engine sucks when it comes to rendering realistic outdoor environments. Ask any Doom 3 mod developer and he will tell you how extensively he had to use either a night setting, heavy fog, snow swirls, sandstorms or anything with a lot of fog shaders to bring the distance culling point closer to the player position in the gamespace and cut the rest of the environment out. I dont think I need to actually show you how they use fog shaders overgenerously to hide the depth of the environment around the player. If you've seen the environment in its fullest before the complete rendering, you will only comment on how Quake II-ish it is.
Take the Doom3 engine based Quake 4, which will feature large open expanses and drivable vehicles. You dont really understand how bad the fillrate would blow up to render the objects realistically, that too when the gamespace has infinite shadows/objects where they are proportionately scaled to the view distance? It will look worse than Quake 1 with a lower class card, even from the GeForce FX series.
In a chat I had with Anidex aka Wysicon at the Skoar forums, he said:
Wysicon said:
Coming to Quake 4, say that the game puts 1 million polygons on the screen each frame. With hardware extruded shadow volumes, the polygon count gets bumped up by about 6 times. So, the effective polygon count becomes about 6 million!!! This added to the massive amount of fillrate burnt testing all those extruded shadow polygons will quickly bring down frame-rates from fps to spf!
The Doom 3 engine
CAN render good outdoor environments, but NOT on the cards that are currently being used to play Doom 3. You would need at least the newer GeForce 6x00 cards to play Quake 4 properly in a way that doesnt alter the environment to affect gameplay and will probably be using the next gen- video cards that will be timed to release around the Quake 4 / RtCW2 launch. These cards will make full use of the capabilities of the engine, and thanks to the rush between Nvidia and ATI to roll out the 512MB cards, you can bet that by the time Quake 4 hits shelves every card that self-respecting gamers have will be loaded with at least 256MB of VRAM and can run Doom 3 in all its glory. The fact is that the Doom 3 engine supports a lot, (except shadow mapping, which will be available ONLY with the next id franchise) but no cards exist that can use all these features. The same engine that runs Quake 3 runs Call of Duty and Medal of Honor Allied Assault, but that doesnt mean they're the same. Ask anyone thats run Q3A on an i810 to run Call of Duty. The same way, no can say anything about the Doom 3 engine UNTIL Quake 4 and RtCW2 come out. The mods are not anything to predict the future by. Like I said in my
"misguided" post - no one has seen what the engine can do when it comes to rendering large outdoor environments. I hope you got the point. And oh, refer to what I've said about Doom 3's "detailed bump mapping" earlier in the post for a rude awakening. BTW, every single screenshot of Quake 4 has been in a night setting, so my distance culling argument about the engine also still stands. I will revoke it when I see another daylight outdoor screenshot or when I play the game.
What HL2 and Source have managed to do is to marry the old and the new into something that looks and feels great and realistic. In the end, thats what good game design is about. No matter how you do it, it has to look good. When it comes to game design - the end really justifies the means. So what if Source had to use older, outdated radiosity-based techniques to make it "feel" better than Doom 3? They got the job done, period. The Doom 3 IS the most advanced engine on the planet right now, and its pretty much the standard benchmark now, how many benchmarks use Source? Doom 3 CAN be a lot of things, but its not the best when it comes to the Doom 3 game.
I am not a fanboy, just a casual observer and I don't take sides when it comes to ATI or Nvidia or Doom 3 or Source. I call 'em as I see 'em.
@allwyndlima: An American? Where on Earth did I say or do something that appeared that way? I'm a genuine "Made In India".

But thanks a lot, buddy! Its not like you get appreciated every day, so ... As for the long posts, well, what can I say? I've got time and I'm not afraid to use it.
@cody: Thanks for the vote of confidence!

I owe you one, oh wait, I already owe you 3 DVDs!

And oh, sorry to borrow your tag, but my fingertips hurt, no, they really do!