Is this technology going to be an integral part of the Quake engine, and can you tell us about forthcoming projects?
Our upcoming title is a brand-new IP, and we’re not talking about it yet. It’s an internally developed project which actually uses a newer version of that technology. I did the stuff for Splash Damage maybe a year and a half ago. At the time, it was only useful for the terrain, which is a special case with this kind of deformed flat surface, and you couldn’t use that technology for the buildings and the vehicles, and stuff like that. They’re still kind of struggling to get the memory requirements for that down right, because the terrain is still managed by a small block of memory for the megatexture, but everything else is still dealing with static allocations on things.
About six or eight months later, I finally had the little brainstorm breakthrough that let me write a system that gives the same capabilities, but applied to everything in the world, and that is a core piece of our internal technology.
Is the next project a joint one with other developers, as with most recent id games?
No, this is just our core title. At work right now, we have Splash Damage on Enemy Territory and Raven working on a Wolfenstein sequel that’s just under way, and this project is going to be a brand-new title. We don’t currently have anyone working on a Doom follow-on – I’m sure there will be one at some point, but it’s not in production right now. We are hoping to diversify a bit more. We have our Wolfenstein, Doom and Quake franchises, which are all very successful, but we’re trying to make a new high-end franchise. We’ve also got the cellphone work that I’m doing, which is a new franchise also.
Will that be a bit like the original Wolfenstein?
It’s going back to about that kind of level – the technology is in between Wolfenstein and Doom. It’s interesting to have the freedom to be able to go in and do something in six months, rather than four years. I miss that, because when it takes four years to make a game, like it did with Doom III, you just don’t get to learn your lessons and pay attention to them on your next title.
Do you think back to the old days, because you kicked off the whole fps thing, and now you have guys like Valve who started off modding your technology?
I don’t spend much time thinking about things like that. I think that it’s a healthy industry – there’s a lot of competition in it, and that’s good. You’ve got a lot of smart, talented people working hard and producing great products. I’m not one of the people that goes, “Ah, the good old days,” or whatever. If people from ten years ago could be transported to this E3, they would just be blown away.
Are there still bits of technology that you haven’t quite worked out how to make?
One of the big things that I’ve found regards graphics rendering, technology-wise. There are a couple of dozen things that I have tried this generation, and you look at a lot of them and they are kind of neat, but they don’t really matter. We are at a point where you can spend a lot of effort on graphics technology, and it’s not going to fundamentally change what the game does for you. I do think the unique texturing is one of the things that really will matter, but I think of the twenty-something things that I’ve tried, there’s little bits of value here and there, and they add up to a reasonably good dollop of extra features.
I am hoping at some point to hit a breakthrough for infinite geometry. I’ve got the infinite texturing, with this megatexture stuff, going well, but it still doesn’t have geometry necessarily resolved to the same level. It may just be one of those things where, when the entire fidelity of the geometry is at a level that you can effectively filter it – which may not be until the next generation – then it may be solvable in a similar manner. Or there may just be better methods that I haven’t hit on. Everybody has their own management strategy, just like everybody has a texture manager, but page virtual texturing isn’t really something that you manage – it just works. And we don’t yet have something like that for geometry, to allow you to model as much as you want and have it just work.
What’s your take on the next-gen consoles, because they are getting close to the PC in power terms?
Very much so. While it’s true that right now you can buy a PC that’s probably twice as high-performance as a 360 or a PS3 - and the hype machine has blown that all out of proportion about how it’s some radically different thing – but basically, you’re getting a really high-end PC’s power in a several-hundred-dollar console box. But you can get effectively three times the performance if you’re targeting a fixed platform than if you’re targeting the PC space. And we saw that well with Doom III – the Xbox version looks pretty darn good, and it’s running off something that’s effectively a third of the power and memory of the typical PC that you would play Doom III on.
I really do like the consoles this generation. Microsoft especially: the 360 really is a joy to develop on. I like Microsoft’s CPU better than the Cell CPU. I prefer a little bit less peak power but having them be symmetric, rather than having the asymmetry between the Cells and the main processor, but still, it’s nit-picking. They’re both great sets of hardware, they’re both extremely powerful, and they’re both going to be nice to target.
What about the supporting software with the devkits? Because a lot of people have been unkind to Sony’s.
I think they’re already unhappy with me for saying in every interview that Microsoft’s development tools are really, really nice. Because the corollary is that Sony’s aren’t.
Microsoft is always talking about cross-platform multi-play. Is that something you’ve always wanted?
I’m not so sure about that: they’re talking about everything from cellphones all the way up to 360. I’m enjoying the cellphone work, but you do have to look at that as its own thing. The people who think about it as a scaleable experience are missing the boat, and they’re the ones doing the bad design on there. But I would be thrilled to have Microsoft’s development environment also present on the cellphones. Right now, the Windows mobile platform has a tiny market share – you couldn’t really target that for a game. I’d be thrilled if Microsoft teamed with Qualcomm or someone, and made all the Brew stuff as good as Microsoft’s native development stuff.