E3 2008: The John Carmack Interview. Rage, id Tech 6, Doom 4 Details, and More!
Posted 07/15/08 at 12:00:35 PM | by Will Smith
We had an opportunity to speak with id co-founder John Carmack after the big EA press conference yesterday (where id surprisingly announced a partnership with EA to publish Rage). We grilled the legendary game developer (and part-time rocket scientist) about id's post-apocalyptic shooter, the state of gaming graphics, and what his plans are after id Tech 5. Rage looks be a drastic departure from the traditional id FPS, not only in gameplay style (open worlds with vehicles vs. claustrophobic indoor environments) but also in the way Carmack has designed the code-base. id has already announced that Doom 4 is in development (no publisher has yet been annonced), and Carmack confirmed that it'll run at 30Hz and run with several times the graphics power as Rage, a 60Hz game.

MPC: Can you lead off by telling us a little bit about Rage and id Tech 5?
John Carmack: id Tech 5 is the next major technology generation after the Doom 3 [engine]. Doom 3 was targeted at high-end PCs and the original Xbox. It’s been one of our big learning experiences working with our partner companies about just how miserable the porting process is. Doing a game, then delivering for the PC, the Xbox 360, the PS3, the Mac or whatever. It’s just something horrible that we suffered through with Enemy Territory, or rather one of our partners did.
The target that we had, we knew when we were starting this generation of technology that the consoles were taking over the preeminence for the types of games we’d been making—the AAA media-rich blockbusters were on the consoles. We needed a solution that would be portable across 360, PS3, PC, and OS X, but we didn’t want to abandon our PC roots. And we have enough Apple boosters internally that the Mac remains a platform that we have some fondness for.
On a technical level, we had to make design decisions that would let us target all of these platforms, very importantly, from a single source-base, and developed [that] internally. We didn’t want to have to go out to any other companies to produce these games. We wanted to say OK, here’s the build and run the same build on the PC, the 360, and the PS3. We still have to go through one extra step to build it on the Mac. But it really does work that way on the other [console] platforms. Right now, you check the stuff in, the next day you get the build reports, which says, “here it is [ready to go] on these three platforms.” So that’s one of the core technical aspects.
MPC: So one team is developing for four platforms at the same time (PC, 360, PS3, and OS X)? That’s really cool!
JC: This is the first time we’ve done this at id, and we think we’ve done it better than many other companies. This is one source tree and one environment, you build it and it works well on all these. Different platforms have had different amounts of elbow grease on them. Certain things are easier on the 360 than the PS3, but you put the extra effort in where it’s required. You don’t want to minimum common denominator it, and just do what’s easy on the different platforms. The intersection of that is not so great.

Tim Willits, id's Lead Designer: One of the great things about the new id Tech 5 engine is that as a developer, you use the same set of assets on all of the platforms. You can immediately see what your game looks like on all the different platforms. For us, that’s a great way of looking at development of games.
JC: Our history as a PC developer lead us to a lot of development technologies that console developers generally didn’t do. Through the Doom 3 generation we had all of this live update stuff, where a modeler could save out a model or save out an image. You could just hit one key in game, and it refreshes everything in the game around you. While we went through the Doom 3 porting process to the Xbox, our designers were appalled at how painful the process was. “Ew, this takes hours to just make tiny changes there”. We’ve brought all of the goodness of PC development there to console developers.
During the development process [now], you can do the exact same thing: save this thing out, hit a key, and it magically pops up in the world around you. With a stamping on the Megatexture stuff, you’ve got even cooler demos, where you can be doing graffiti on the texture on the PC, and a guy walks around the corner on the PS3, and it’s magically there.
TW: So Rage, the other part of your question. Rage is a new franchise built on a first-person shooter foundation. But yet, it expands on that with more exploration, more action, and more adventure with some driving and vehicle combat.
JC: It’s explicitly not the corridor shooter that people have come to expect from id. It was a very conscious decision that this won’t just be the next revision of the same game that id’s made before.

MPC: It seems like you’ve taken inspiration for Rage from Mad Max and everything else that’s post apocalyptic and awesome. What would you say that you’re juiced about and pulling on to make Rage?
TW: For us, it’s all about fun and making the game experience as enjoyable as possible. During development, whenever we hit a crossroads between realism and fun, we take the fun path. We would love for game players, after they finish Rage to say, “that game was fun. I had a great time.”
JC: And that actually, there are some technical points that we tie in there. I was very proud of the Doom 3 generation, where I unified all these things: static and dynamic lighting, static and dynamic geometry. It was technically elegant and wonderful, and was this thing that I was quite proud of as a setup. We’re making completely different decisions on Rage. I’m not trying at all to be perfectly uniform or elegant in whatever way. We’re doing a lot more of the traditional gaming hacks in the technology, because we’re a 60Hz game. We’re totally blazing fast because Rage is a 60Hz game. We want to be responsive for the driving side of things, and that carries over into a silky-smooth sense of play even with all the other first-person sides of things.
That also plays into our grand strategic plan with all this generation of technology. We’re ramping up to do another Doom game, built on id Tech 5. But it’s going to be a 30Hz game. Even though we’re not changing the engine, we get to throw three times as much horsepower at it, so it’s going to look like a totally new game engine on there, even though it’s going to be built on the four years of effort that we spent developing this generation of technology.
MPC: So, you said Rage is a 60Hz game. Is it an OpenGL or DirectX game?
JC: It’s still OpenGL, although we obviously use a D3D-ish API [on the Xbox 360], and CG on the PS3. It’s interesting how little of the technology cares what API you’re using and what generation of the technology you’re on. You’ve got a small handful of files that care about what API they’re on, and millions of lines of code that are agnostic to the platform that they’re on.
stuff
Submitted by terryfunk4life on Sat, 2008-07-19 03:30
If valve wanted money they would not of made the orange box.
id software is dead, 60hz fps gaming is a joke for nubs only
Submitted by Koogle on Fri, 2008-07-18 04:42
ID software is dead to me.. 60hz gaming pfff, a lame Q3 web rehash (porting an old game into a web platform with ads must have been a great idea) welldone I wonder if mods like rocket arena will be working, because you're too bloody stupid to have gotten things right with Quake4 or even ET:QW (last game i'll ever buy with id involved i'm sure) ..so piss off john tarmack I couldn't careless about your id engines.
And the advent of lcd technology has done nothing but ruin gaming. now you got fucking nubs that think the human eye can't even see more than 60fps what a load of bullshit people will come out with to defend 60hz like its more than enough crap. Dont even get me started on the crap native only resolutions because all other resolutions you might want to use because your hardware/gfx card can't stably run at like native 1080hd+ res so running at a lower res looks like shit. CRT 100hz/100fps+ those were the days for real gamers, and still are really, but having the likes of id limit things to 60hz wow how backwards things are going.. but hopefuly someday the LCD technology might actually improve in time once they finish floggin the low end crap.
ofc its all to easy now for shity games to come out onto pc & consoles, the whole lcd market and its 60hz general maximum so many have bought lcds for the homes and for desktops just makes things so much easy for lazy assed developers to only have maintain a target of around 60fps with all the fucking fluff on screen. And Rage just from looking at it looks like a whole lot of fucking fluff with the same old gameplay!.. well I ain't buying that shit.
And I definitely won't be buying any shity console/pc ports even if the engine does make things seamless we can all see now ID has jumped in with EA in order to maximise sales onto the console platforms aswel.. so screw the modding community eh ID is that what you were saying.. i think EPiC (failure) did that and look how much of stinking flop UT3 turned out to be. oh how times have changed
think I might go support those STALKER developers with there next release because at least they a trying to stay true to the FPS pc market..
all those other fucktards like EPIC(FAIL) , EA(crysis, what a joke) Valve( steaming shit) and most of the rest of the big players they are all just trying to cash in bigger sales. And that would be ok if the actual games were anygood overal. Seems like valve are about the only ones still coming out some reasonably good long playablity games and with some modding communinty around. Unlike id and the epic failures.. :p
well thats my rant over
Bah
Submitted by CrimsonKnight13 on Fri, 2008-07-18 05:50
None of your complaints hold weight. You're just griping over anything & everything about what developers are doing with the FPS genre. If you're that dissatisfied, maybe you shouldn't be gaming at all. I tire of dealing with people like you who always complain about everything that PC gaming is today. Your words reek of trollish nature and you serve no purpose here.
Dayuuuum, you can just tell
Submitted by pcfxer on Tue, 2008-07-15 18:16
Dayuuuum, you can just tell that guy KNOWS what he is doing. If I met him, I wouldn't talk, just listen and try to soak up everything he says.
i hope they dont abandon Linux
Submitted by DoctorX on Tue, 2008-07-15 11:38
id has been good at supporting linux... hopefullly they dont abandon it.
Nice!
Submitted by Talcum X on Tue, 2008-07-15 09:27
I cant remeber when the last time I played the latest Doom/Quake. Should spark them back up since I never completed them. Should be better this time around with newer video card installed now.
***********
Every morning is the dawn of a new error.
or maybe not
Submitted by nduanetesh on Tue, 2008-07-15 20:22
I actually installed the Doom 3 demo from steam the other day thinking the same thing...that it would be much better now that I've got a better computer than it was when I first installed it so long ago. I only made it through about 5 minutes before I remembered, "oh yeah, it's ridiculously, annoyingly dark and cheesy. And they forgot to put in the fun." And then I uninstalled it. (insert Price is Right fail sound here.)










