I’ve spent far too much of my life walking slowly back through the windows, walls and skies of games that deserve a ‘WARNING: STEP AWAY FROM THE TEXTURES’ sign next to every point of interest. So, to answer the question I’ve been getting all week: yeah, I’m still doing Rage. The fact it suffers ‘texture shock’ bordering on ‘texture having-a-fucking-heart-attack-in-my-eyes’ just makes it all the more interesting.

Here is a game with one foot squarely in the past – and I’m not just talking about its Borderlands-esque mix of Mad Max and the Stardust International Raceway. In an age of technical austerity where big studio games have to strike a balance between static and dynamic world building, Rage throws the slider hard towards the former. It is a massively pre-baked, painterly diorama indifferent to the movements of its superimposed pieces – almost like a board game. Destruction and deformation? You may as well ask the Mona Lisa to ‘cheer up’.

It’s an old-school faker. The abrupt colour-grading that simulates HDR; the tiny flocks of birds against a flat and frozen sky; the vast shadowmaps imposing the stage’s authority on the actors: these aren’t ugly, just conspicuous. Then there’s sparse virtual texturing (aka the MegaTexture), an illusion so data-intensive that it would, some suggest, take something in the region of 80-130gb more data to give it the consistent detail you’d expect.

People aren’t too happy about this. In a narrative of betrayals – the ‘consolisation’ of Epic, Crytek and BioWare, among others – John Carmack has made what many seem to regard as the ultimate heel turn, cashing in his role as the god of PC graphics. I expected the worst of Rage, especially after talk (and screenshots) of horrific texture pop-in due to the paranoid antics of a console-oriented engine. And, sure enough, there it was. Seeing a beautifully detailed crossbow sat flush against a wall you could generously call ‘a big brown skidmark’ was not what I’d expected from id Tech 5. Not quite, anyway.

I did expect that things would get messy in one way or other. Carmack might not be the god of PC gaming but he is the mad professor, a dogmatic genius who has Eureka moments in the shower, and spends the next six years trying to teach us what they mean. In Doom 3 it was dynamic per-pixel lighting and the geometric stencil shadow (‘Carmack’s Reverse’), which gave us a game that painted in darkness. In Rage, as in fellow id Tech user Brink, it’s the virtual texture.

Put very simply, the advantage virtual texturing brings to Rage is that its artists can ‘unique’ every surface of the game without ever damaging its performance. Rather than the traditional method of using multiple repeating textures, it uses a single massive one (128000x128000px) that can be indexed and streamed from on-demand, allowing huge amounts of detail with a minumum of waste.

With so much light and shadow baked into this MegaTexture, and so much finessing from id’s artists, there are times in Rage (about once-a-minute by my calculations) where you’d think the pixels were actually drying on the screen. It breathes new life into the cliché of games-as-concept-art, suffering no tiling or repetition of any kind, from the raceway decals on the walls to the pillars and valleys on the horizon.

It’s hard to imagine anyone better to stress-test this technology than art director Stephan Martiniere, whom I’ve spoken about briefly before. His remarkable work on Stranglehold is just one stop on a journey that’s seen him tackle Saturday morning TV shows, Japanese theme parks, Star Trek, and concept work on movies like The Fifth Element and the Star Wars prequels. With his background in animation, it’s no surprise that the game’s characters and enemies express themselves in movement more than words. id Tech 5, he’s said, let him “play” at the pixel level.

Calling the tech ‘revolutionary’ seems a little premature when so much seems geared to Rage’s old habits, its look harking back to the likes of Myst and Riven. But it is disruptive tech which, at a time when games are still struggling with parallel processing, provides the clearest indication yet of how old techniques – sparse voxel octrees and the like, which in id Tech 6 might bring this game’s uniqueness to geometry as well – can show us the way forward.

On top of that, Rage is a disruptive game. It reminds us how far we’ve erred from the thrills of ‘run-and-gun’ into pedestrian ‘stop-and-pop’; how we’ve lost the rhythm of the firstperson shooter; and how look and feel are still more important than gimmicks and Gamerscore.

Enough of that. Let’s talk screenshots.

Others did much of the research when it came to getting the texture resolution closer to what I’m guessing is their native resolution. The game has just-this-minute been patched to incorporate these values as menu options, but it’ll take more than just tweaks to get it closer to the version on id’s hard drives.

Then there’s the mixed bag of console commands. Yes, you can adjust the FOV, stop time, and remove the ‘hands’ model. You can even bind FOV increments to the mousewheel, and take screenshots using id’s nifty custom multisampling function, which has the added benefit of hiding all the GUI elements. But there’s no noclip function or free camera, which is a bit weird. The way around this was to add further incremental bindings to the cvar affecting the player’s height, which at least lets your eyes fly somewhere.


14 Comments


  1. “Fully dynamic, per-pixel lighting” would be a better way to describe one of Doom 3′s key advancements, not “global illumination”, which means something else (see: http://en.wikipedia.org/wiki/Global_illumination).

  2. Correct, sir! Let me change that.

  3. Another interesting thing that I noticed is that the megatexture is simply a diffuse texture most of the time.
    There is a lot of baked specularity (!) and it’s interesting how good it keeps up the illusion.
    The highlights don’t move around, yet it looks completely plausible, even when you know this.

  4. Just out of curiosity, what was your config file and other settings to take these fantastic shots? As well as graphics card and driver?

  5. How did you manage to hide hands of the models ? Is there any command that allow that ?

  6. Seconding Bob’s post. Please post your rageconfig.cfg as well as your hardware configuration. These two things have ever been necessary for tweaking id Software games, going all the way back to Quake 2 and even before.

    That’s not limited only to id games by any means, but we’ve *always* needed config file tweaks for their offerings, and Rage is no exception.

  7. Wow. This is really stunning – great work. And a nice job of discussing MegaTexture in a way that I haven’t read before. It will be interesting to reflect on this perspective in a few years.

    *Subscribed*

  8. @Steve

    It just sucks that Doom 3′s tech was kinda too crazy for it’s own good. The stuff it did with shadows/lighting isn’t really feasible for games today :S Maybe ‘reasonable’ is the right work. Pretty sure Carmack said similar things about it hampering other performance demands or something, could have been referring to it not working well when you’re working with actual textures, since doom 3 kinda was all flat it seemed with no real detailed texture work.

  9. A great write-up and some stunning shots here. I was inspired to take my own RAGE shots after seeing these!

    For those of you who want to take screenshots without the HUD or the weapon showing, first enable the developer console (google how to do this if you’re not sure). Launch RAGE and press the ~ key in-game and set the following cvars:

    hands_show 0
    g_showhud 0

    when you’re done, just enable them by typing the commands again with a 1 at the end.

    djh_ also edits timestop / playerheight cvars to get the action and panorama shots (i think), but I haven’t figured out how to do this yet :P

  10. @DJJoeJoe

    You haven’t played Doom 3 recently, I figure? I recently did, to sort of get in the id mood for Rage, and I have to say that even today, the game looks impressive. I did shortly after starting it fiddle around with some mods that did nothing but wrangle the cvars a bit, turn the light up ever so slightly and so on and so forth. But the attention to bizarre detail in Doom 3 is just staggering. Every single location is as unique as the tech would allow. Weird machines pump from the corners, steam and red light oozes out from behind grates that cover myriad wires and other such things, with a bunch of bumpmapping going on all over.
    I don’t think there’s a single level surface in the whole of the game. Everything is broken up somehow, if not by a hole of protrusion, then from something leaning on it or falling over or it’s a grating, covering mechanical bits or wiring.

    No, it’s quite clear that Rage is the natural successor to what Doom 3 started.

  11. I actually did an entire set for Doom 3 which I post from occasionally. You’re absolutely right, and, what’s more, you can see the same qualities in Prey, another idTech 4 game that lives largely indoors. The thing with Rage is that it applies that uniqueness and attention to detail to exteriors you’d expect to see plagued with tiling and texture recycling issues. Rage is definitely more ‘showy’ with the tech, too, than Brink, though you can appreciate it in maps like Container City.

  12. Can you share your tweaks with us please?

  13. RAGE as of current does not support dynamic lighting, although the engine itself is capable of it, and it is certainly not global illumination by any kind. All we see now in the game is a well crafted static world, incl. pre-baked AO and shadow maps for the environment. The few dynamic shadow maps are with low resolution and poor filtering (vehicles does not cast self shadows). The whole game is simply a demonstration of one particular aspect of the new engine and omits pretty much all other modern rendering technologies for the sake of it. For Doom 3 it was the shadow volumes (now depreciated tech) and tons of normal mapping. In RAGE it is pretty much virtual texturing alone, which is not that much of a novelty, just now it’s put in a game on such grand scale.

  14. This is the worst result for seven years cycle of creation!
    Thanks to the propaganda machine of the ZeniMax has been possible to sell this abomination, costing 59.

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