By Ravi Sinha
With the state of the multi-platform market these days, gamers aren’t starved for variety. Be it the horror-adventure Resident Evil 5 or Namco-Bandai’s upcoming Tekken 6, it’s now become a question of which developers will release their titles for the Xbox 360 and PS3 together. However, another trend has emerged with the advent of numerous multi-platform AAA titles. This is the tendency of a developer to take one platform as a standard and build it’s project from the bottom up to take full advantage of it.
It became a debate with Final Fantasy XIII in terms of release priorities, storage issues, whether the Xbox 360 version will be downgraded and so on. id Software’s upcoming first person shooter/action driving title Rage presents an interesting twist on the debate. It seems that was destined from it’s inception to shine on the PS3.
No, I’m not basing it on id Software’s Todd Hollenshead stating that, “The game, ultimately, when it’s done on our servers, will be huge. I don’t know, 100GB?” and then going on to state that it will span several DVDs on PC and 360. I’m not even talking about which platform the game can and cannot run on. This is simply an analysis on how of the two platforms, Rage will derive it’s maximum potential from the Playstation 3.
John Carmack said at QuakeCon 2007 that id Tech 5 (the new engine running Rage) will be OpenGL and Direct X9 based (doesn’t require DX10 and hence Vista to run). This was done to facilitate development on multiple platforms, reducing the need for specific code on each platform. He also stated that id Tech 5 is cross-platform and ably renders the same models no matter what the platform. Obviously, this means Rage will work just as well on the PS3 as the 360, right?
Many are familiar with id Software’s OpenGL favoritism- the API (Application Programming Interface) has figured in the company’s most prominent titles since it’s inclusion in Quake III: Arena. id Tech 5 is different from predecessors in that it’s not using the “standard” OpenGL. The same goes for the PS3: It’s Cell processor relies on a variation of the standard OpenGL library called OpenGL | ES (OpenGL for Embedded Systems) 1.2. id Tech 5 utilized a single threaded OpenGL implementation when the Rage demo was displayed at WWDC 2007 – this same implementation exists within the PS3. OpenGL | ES uses a single, efficient method to accomplish each function rather than 2-3 ways as observed by standard OpenGL.
Bottomline? Rage is at it’s most powerful when taking advantage of multiple processors because this allows it to efficiently segregate it’s requirements into different CPUs. This is best achieved through it’s support for OpenGL | ES.
There’s also the question of the removal of Immediate Mode rendering in both OpenGL | ES for the PS3 and OpenGL in id Tech 5. Microsoft’s Direct X focused more on Retained Mode rendering, which unfortunately is not fit for use in video games. What’s the difference? Think of it this way: Immediate Mode renders all graphical objects regardless of any actual changes made. For example, whether the objects are on-display or not, Immediate Mode is working hard to render them. Retained Mode, on the other hand, updates the library’s internal list of objects. Only graphical objects that change from frame-to-frame have to be transferred from the application to the library. This means that it only renders what it needs to render. i.e. what’s on display. This further increases efficiency and prevents the waste of precious processing power. The problem with Microsoft’s Direct X API is that it’s Retained Mode rendering was not designed for games. Though Retained Mode was eventually discontinued, some programmers attest to the lack of documentation in Immediate Mode rendering for Direct X.
It’s interesting to note how several factors dictating the PS3 being hard to program for are the same factors that benefit Rage the most. Hopefully, Rage will live up to it’s massive pedigree and hype, marking a fun new experience for gamers and a fresh start for id Software.
13 Responses to “Why id Software’s Rage Will Shine on the PS3”
I want to definitely try this game. Its a dream come true, Top-notch FPS Action with top-notch race driving. 2 adrenaline pumping genres in one huge massive package, what else can we ask for? oh yeah its been created by ID software the masterminds behind the FPS genre.
It was good that your article wasn’t completly based on the storage capabilities of blu-ray. I didn’t know that they favoured openGL
Your point about Open GL is interesting in light of the fact that 360 is the lead platform. I’ll be curious to see how the game turns out on all platforms.
All this technically misleading yada-yada (you don’t really know how the X360 API is different from standard directX do you?) yet you somehow forgot to mention one important thing:
Todd Hollenshead already mentioned that the X360 is the leading platform for Rage. How does that fit into your article?
what more can we ask for??
how about a freaking release date for duke nukem forever.
thats been in dev for over 11 years for christs sake release it already.
“Our current technology base is all built from the ground up to support [multiplatform development]. And there is a little bit of least common denominator-ing, where usually the PS3 becomes the sticky point in terms of [being] a little bit slower on the graphics, you’ve got a little bit of less memory to deal with but a little bit more processing power. So you kind of have to balance the things between all of that.”
-John Carmack
The only reason the PS3 might look better the 360, is purley storage. The PS3 ‘s GPU is inferior. (period) Next time mention all facts in your article. It will show that you present quality and truth. Not FLAME BAIT!
The Ps3′s GPU is inferior but looking solely at the GPU does not give you a powerhouse, if that was the case I could have the latest ATI/Nvidia cards run on a Intel Celeron 333 MHZ processor, you do need processing speeds to do all your complex calculations like draw distance, number of objects on screen, particle effects etc etc…Games on the 360 look better beacuse dev costs are rather expensive to program 7 cores as compared to 3, hence with a limited amount of resources its rather simple to split the costs of production more onto a platform where sales are guaranteed sheerly with a larger install base, try talking to a Naughty Dog chap who’ll tell you the true power of the PS3, Killzone 2 was not made by one dev it required the services of numerous devs including Insomniac studios, this same debate however never applied last generation when the Xbox was a good 10 times more powerful than the PS2, so exclusives like Ninja Gaiden/Chronicles of Riddick could never be done on the PS2 since its shader capabities were almost absent, yet the console produced some of the most memorable looking games which included FFX, MGS2,MGS3, VF4…its the dev in question how they harness the power of a machine not how the machine harnesses the power of innane bunch of fanboys…
ummm…. Duke Nukem Forever isn’t an id software game. So I wouldn’t ask them to release it.
You have absolutely no clue! The article, all your arguments are pretty much wrong.
Read: http://forum.beyond3d.com/showthread.php?t=54028
“Id Software has developed id Tech 5 with multi-platform capabilities in mind with the first game based on that engine, Rage, having been announced for PC, Macintosh, Xbox 360 and the PS3. It has been known for some time that the renderer was fairly API agnostic. From previous reports we know that Rage will use D3D on the xbox platform, LibGCM on the PS3 and OpenGL on the Mac.”
No they will not be using OpenGL on the PS3, they will be using LibGCM.
Did you check on any of these “facts” before publishing them??
I cannot find a single technical explanation on the graphics part which is not plain wrong, especially those about retained and immediate mode.
@Ostepop, Mike, Marco:
http://www.shacknews.com/onearticle.x/53976
Which ever way you wanna slice it, Rage will look better on the PS3.
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