این فن های انچارتد منو کشتن یه مرتبه بیان بگین کراسیس2 با دایریکس11 هم ازش بهتره دیگه!!!
بعدشم بگین تکنیکای زیر همه مسخرن:
Minimum 2XAA set Total environmen
Big environment or more open World world
Fantastic Animation Design
Mega Textures Technology
Unheard environment Details
Dynamic Lighting Effects
بعدشم بگین کلا اصلا id Tech 5 engine به گرد موتوری مثل udk هم نمیرسه
کلا رو این نظر سنجی فن پلمب شده من از اول هم گفتم انچارتد و گیرز کمترین شاسو دارن سر حرفم هم هستم
مثل اینکه کلا شما موتور بازیسازی انجین تیچ رو دست کم گرفتین این متنو بخونید بد نیست توضیح کامل راجب این موتوره:
id Tech 5 is the latest proprietary
game engine being developed by
id Software, and follows its predecessors,
id Tech 1,
2,
3 and
4. The engine was first demonstrated at the
WWDC 2007 by
John D. Carmack on an eight-core computer; however, the demo only used a single core with single-threaded
OpenGL implementation running on a 512 MB 7000 class
Quadro video card.
[1] The technology is still in the development stage. Two games utilizing the engine,
Rage and
Doom 4, have been announced.
The engine was first shown privately to an audience of potential licensees at
E3 2007. The first public demonstration took place at
QuakeCon in the same year
[2] during the annual keynote held by John Carmack. The game engine is being used in id's upcoming games,
Rage and
Doom 4.
An interview with John Carmack, the lead graphics engine developer at id, indicated that like its predecessors, id Tech 5 will eventually be released as
open source. The move to open source will likely come many years after id Tech 5's release as a proprietary engine. At
QuakeCon 2007, Carmack told
LinuxGames that he would integrate as little proprietary software as possible into id Tech 5, as "eventually id Tech 5 is going to be open source also. This is still the law of the land at id, that the policy is that we’re not going to integrate stuff that’s going to make it impossible for us to do an eventual open source release."
[3]
At
QuakeCon 2010, id CEO
Todd Hollenshead announced that while id Tech 5 will be licensed to third parties, games using the engine will be required to be published by id Software's parent company
Bethesda Softworks.
[4]
he development of id Tech 5 has centered predominantly on making the engine easier to use for developers. While the rendering quality of the engine will likely be best in class, demonstrations of id Tech 5 have so far focused more on the advantages to developers rather than players, which is directly opposite to past releases of id Tech, which focused more on players than developers. The initial demonstration of the engine featured 20 GB of texture data (using a more advanced
MegaTexture approach called
Virtual Texturing,
[5] which supports textures with resolutions up to 128 000 x 128 000 pixels), and a completely dynamic and changeable world. This technique allows the engine to automatically stream textures into memory as needed, meaning that the developer need not concern themselves with memory restraints or texture limits. This has the advantage of simplifying the creation of content, by eliminating the need to adapt content for different platforms. The engine automatically optimizes resources for cross-platform development, making it possible to render the same models on different platforms, while only creating them for one platform, further simplifying cross-platform development.
[6]
One of the visually evident features the renderer will include is a
penumbra in the shadowing (soft edges), by using
shadow maps. In contrast, id Tech 4, which featured volume-based shadows, had very sharply defined shadows. The engine will likely feature numerous other advanced graphical effects such as various materials for lighting,
high dynamic range rendering-centric effects, bloom,
crepuscular rays (volumetric lighting),
radiosity,
[7] soft particles, pixel shader effects,
alpha to coverage, post processing, dynamic water surfaces, procedural animation, cloth simulation,
depth of field, and
motion blur. The engine will also support
multi-threaded processing on the CPU for many of its tasks, including rendering, game logic, AI, physics, and sound processing.
The engine comes with a new content-creation tools package called id Studio, which is supposed to be much more user-friendly and polished than in earlier versions. Previously, content creation required artists to run various command line tools beyond the level editor's own tools, while id Tech 5 allows for all work to be done 'in-engine'.
While id Software will be using the engine solely for creating shooter games, the engine also has the capability to operate outside of this genre. Steve Nix from id Software stated that "Not only do we think people can make games outside the action-shooter space with our technology, we encourage it. We'd actually like to see those games made."
[6]
بعد از نظر شما مگا تکسچر یک تکنیک معمولیه متن زیر رو بخونید تا بفهمین چیز کمی نیست و کلا میتونه محیط از نظر کیفیت 180 درجه تغییر بده:
http://strategywiki.org/wiki/Category:Id_Tech_5