id Cautious on Licensing of New Graphics Engine
Hollenshead believes that outside use of the multi-platform engine will inevitably reflect on id's technology, making the decision to license the engine one that the company handles on a case-by-case basis.
"We think that the licensees...are going to have an impact on how the technology is perceived," he said.
Added Hollenshead: "Our philosophy on that has been that we'd rather have a small number of good-fit, high-quality developer licensees than a bunch that aren't really good fits or that may not be that bright of a licensee anyway."
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Nice shot at Epic. However it's also an issue that id doesn't have nearly the support resources or developer friendly tools that Epic does.
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Somewhere there are about 2 hours worth of tools videos from Quakecon 2008.
All I can find is this for now, about 10 minutes of footage..
http://www.gamespot.com/xbox360/action/idtech5/video/6176263/id-tech-5-stage-demo-part-2
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Well, there are a lot of games that "look like Unreal Engine 3" (you know... texture pop-in, static lighting, and plastic-y skin materials) which is probably due to licensees not really pushing the engine in interesting ways. And they probably don't push it because the dark corners of the engine are less tested or less stable once you get away from Unreal 3 / Gears of War techniques.
I think that id wants to avoid the possibility of anyone saying that a game "looks like id Tech 5". They want to make sure that their brand and their engine stand for visual quality, not just for a certain kind of look.-
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Definitely. A static-heavy engine tends to look great in screenshots but rather poor in motion (As well as having long compile times for more complex maps), while a dynamic-only engine tends to have black shadows or flat looking ambient, along with poor framerate.
I think the best combo on current hardware is a radiosity-based ambient map with dynamic lights over the top of that.
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Epic wasn't sued for their tools, they were sued because of their support for the coding and technology of the engine.
And on that subject, you're ignoring the huge time saving base design points of id Tech 5 such as being able to run the exact same assets on four different platforms without any modification. UE3 can't do that.-
Ummm, I am not sure what you mean, but it's entirely possible to make a cross platform game with UE3, just like it would be possible to make a game with id Tech 5 that couldn't run on current consoles. As for the lawsuit, when I say tools I am not just talking the editor, but everything they supply to help you code and make content. I don't know the details of the lawsuit, but because a company sues another doesn't mean there is merit in the accusations. Anyone can file a suit.
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Last I remember,
you and other people can work on the exact same spot at the exact same time. Changes made by the individual is immediately reflected on everyone's computer who are working on that part of the map.
the same code and assets can be used across multiple platforms. The only difference is that when you compile the engine, you just have to change some settings Code-wise gets untouched. This is similar to MS promoting xna. You could make a game for pc and xbox 360 without massive code changes. You just need to change a few settings on compile for the different platforms.
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