zombe on 16/9/2019 at 08:25
Looks nice. Looks like i remember it. No idea what visually changed in comparison to original. I'm not a Doom3 geek, so would someone refresh my memory: did the original even have roughness? Fairly sure it had spectacular channel, but now i am not sure about roughness channel.
Sulphur on 16/9/2019 at 08:43
No, it didn't. IIRC it was one of the first games to really go to town on normal mapping, which was its big ticket feature along with the unified lighting system. Part of the point of the PBR shader seems to be to allow for roughness maps, which don't exist in Doom 3 hence the need to plug in custom ones. Those screenshots do indeed look nice; still, I'd like to see these surfaces work with reflection probes/integrated GI to complete the look (possibly a massive undertaking to backport this to idtech 4, but what the heck).
zombe on 17/9/2019 at 12:52
Quote Posted by Judith
This is how vanilla Doom 3 looks like:
Thanks.
Time flies i guess. I could have sworn it had specularity - yet i cannot discern any in that picture.
What did they use the texture channels for i wonder (quick google failed me - too many false positives for my non-English brain to guess/work around). Assuming 2 packed textures (texture memory was quite limited back then):
3: just color, without having A to halve the memory usage for it.
x: normal (RGB: lol no. RGA /w B unused for precision: maybe. LA+A: overkill and needs quite a lot of extra memory. LA: good enough and takes the same memory as RGBA with less artifacts i would presume).
Given the recommended GPU memory amounts (64MB x_x, seriously? Told to even work with 32MB) - makes sense that they did not add anything else.
Bloody hell. Did not quite realize that Doom3 was made in the stone age! My memory has probably been fogged by my own endeavors in OpenGL land when doom3 cam out - messing with parallax mapping at the time and not having to care about memory usage (and cursing ATI/AMD gpus that have never got past absolute trash for development ... 4 texture indirection's maximum - are you fucking shitting me! ... FOUR! ... vs unlimited for NVidia ... ffs ... a concept/limitation written into spec just to accommodate ATI junk and nothing else ... argh ... ... sorry, bad memories. I had an ATI card back then. I remember seeing "supported by ATI" or something like that popping up in doom3 and thinking - yeah, no parallax for doom3 i guess. Some modder made it work though, if memory serves, but for NVidia only).
Judith on 17/9/2019 at 15:54
Texture slots are as follows:
Diffuse: RGBA, alphatest and blend transparency supported
Normal: RGB, blue channel supported, as in other engines
Specular: RGB, color specular workflow supported, in TDM the enhanced shader allows to somewhat control the glossiness through RGB channel intensity
Texture resolution: up to 8192, IIRC
Renzatic on 17/9/2019 at 23:27
God, that's depressing.
Sulphur on 18/9/2019 at 04:10
It's missing the Amazin' key performance indicators that dictate 20% of your time should be learning and doing tasks outside your remit while the job requires you to do 150% of the work a normal human being would. The general atmosphere of despair seems about right for corporate work. Not very subtle though, is it?
Companies generally make their policies look employee-forward while fucking employees over in unexpected ways. (We're giving you MORE responsibility, since you asked to climb the ladder! No, we're not giving you the ability to manage, oversee, or control anything. Good luck!)
Sulphur on 18/9/2019 at 06:29
(
https://www.nytimes.com/2015/08/16/technology/inside-amazon-wrestling-big-ideas-in-a-bruising-workplace.html?_r=0) This article may also be four years old now, but nothing about it has changed since it was published. I've got friends who currently work or have worked there (never as warehouse dogsbodies, thank god, but that's really not much of a consolation); the article's corroboration with their experiences is eerily accurate. That 'bar raiser' interview process? Still happens today. It's something else when even their interview process is tedious, never-ending, and exhausting.