Forum Overview :: Motherfucking News
 
You're both right and wrong. by Senor Barborito 02/09/2003, 5:45pm PST
Entropy Stew wrote:

I need clarification wrote:

You REALLY don't know anything about this shit, do you? Up until now, I'd assumed you understood at least on some level what we were talking about, but it finally dawned on me that when I say, "multi-pass texturing," it doesn't mean much to you. I apologize, from now on I'll try to be more explicit.

Multi-pass textures
The idea that every pixel (the dots that comprise raster graphics) being drawn to the screen in a given frame could have several "passes" (each "pass" is sort of like a "layer" of color, if you will) to incorporate such attributes as base color, reflections, environment maps, bump maps (I can go into more detail on this, but basically it's a method of adding a certain amount of apparent geometric detail through the use of a texture map rather than the addition of actual geometry in the artwork), transparency, and of course lighting HAS certainly been talked about in the games industry for years. So, yes, you're quite right - the concept has been out there, coming as most things in game graphics do from the non-real-time world of pre-rendered 3D (ie. movies like "Lord of the Rings," to quote the most obvious current example).

However, the "implementation," as you put it, of such technology always seemed far-off, partially because the current slate of hardware would be hard-pressed to maintain a decent framerate when dealing with more than one pass, and partially because, well, it's just really fucking difficult to do. Imagine you getting a job. It's THAT hard. You can say that Carmack merely "implemented" such technology, but the fact is no one else was able to do it before he did.


What you're referring to is called multitexturing. Multipass texturing is what's used when your hardware doesn't have the ability to apply all of the textures you want in a single clock cycle (or "pass", as you call it), which equates to MUCH SLOWER RENDERING on whatever generation of hardware you're using. That you even bring this up makes it clear you have no clue what the fuck you're talking about, as the ability to process multiple textures quickly is ENTIRELY DEPENDANT UPON YOUR HARDWARE. THERE IS NO POSSIBILITY FOR A SOFTWARE WORKAROUND/TWEAK/ETC HERE. As for the software difficulty, I'm pretty sure sticking another texture on is just an API call - OHHH SO HARD.


He's right on what multipass texturing is, but so are you - you both described the same thing. The first major game appearance was Quake 1's lightmaps. I'm sure both of you know the following, but just to be absolutely clear . . . A good example is bump-mapping which I will now explain poorly off the top of my head without looking at a single reference. You have a standard texture for the polygon and a grayscale texture that represents the 'height' of the bumps, based on the direction of the lightsource(s) highlights and shadows are computed. The first pass of the polygon renders it with the texture, the second pass (either requiring a second pass or if you have multiple pipeline on a graphics card (2 in the TNTs, 4 in the GeForces, 3 in the Radeons (not sure about 9700 here) ) the dedicated services of another pipeline in the same pass. The two passes are combined (essentially additive/subtractive operations to the base texture from the computed highlights/shadows of the bumpmap) for the final polygon output.

Lightmaps work in a similar fashion except that there is no computation of highlights/shadows, simply additive or multiplicative or whatever operations that combine the 'shadow' textures of the lightmaps with base diffuse texture of a given polygon.

Admittedly, that explanation is poor and I've probably messed up a bit regarding where the combination occurs and I should talk about registers or something but fuck it - that's a good enough overview for our purposes. Put shortly you're both right.

Someone correct me if I'm wrong here, but multitexturing is, afaik, texture blending prior to any rendering phase such that the rendering occurs in one pass on one texture that has had another texture combined with it beforehand. This is useful for modifying your diffuse texture before its rendering pass. Quake 2 implemented this by faking it - essentially Carmack created a new quad with an identical normal to the tri being multitextured, floated it 0.001 up the normal's axis and rendered that over the polygon being textured.

Lightmaps and multipass texturing first appeared in a mainstream game with Quake 1 when Carmack implemented the preexisting concept of lightmaps in Quake 1 in software. The ability to do this in software, quickly, with a limited palette is quite an engineering feat. However, the fundamental was obvious and existed beforehand, much like client-side entities. Carmack got there first and implemented it far better than anyone else would for some time, but he didn't conjur the idea from thin air, which is entirely my point.

Teh Jeenyus wrote:

Client-side Entities

Things like blood-splats and smoke trails may seem like icing on the cake, but these are the things gamers look to when they rave about "realistic graphics." And remember, graphics is what Carmack is best known for. By moving these entities to the client side (ie. they occur on each player's machine individually; they're not tracked by the server and then synchronized on all the players' machines), Carmack has allowed developers to add all sorts of graphics enhancements without worrying that missiles and smoke trails and graffiti and blood splats and even enemy players would be jumping all over the place as the server tried desperately to keep everything aligned. That. Is. A. Fucking. Innovation.


That.Is.Fucking.Obvious. No, really, this is the absolute stupidest thing you've said yet. The first rule of optimization is not to do the unnecessary. In the case of an online game, bandwidth is our limiting factor, so, to optimize it, WE ONLY SEND WHAT IS ABSOLUTLY NECESSARY. Are we going to send gib locations every nanosecond? FUCK NO. If we were going to send those, we might as well send the entire player model every time somebody moves. Shit, this isn't really even an issue of optimization - one of the first things you decide when building a client-server architecture is what goes client-side, and what goes server-side. Quake could be made into a thin-client that downloads the entire game from the server every time you play, but it wasn't. You know why? Because that's as fucking retarded as your argument.

A++ Certified wrote:

As I've already shown, I can go on and on. But the whole argument is ridiculous - you claim you're not a fan, and I am left in the unenviable position of trying to make the case that you should be one. It's quite difficult.


Obviously more difficulty than you can handle.

The Ubermensch wrote:

But being the supergenius that I am, I will go one step beyond that and prove (using SB PATENT PENDING ARGUMENT LOGIX) that not only should you be a fan, but YOU ALREADY IS ONE:

1. Someone on this board asked what 3D card you recommended (Szenji?)
2. You recommended some nVidia solution or other (I believe it was GeForce4, but it hardly matters at this point), because you're a fan of the hardware
3. The nVidia chipset has the functionality it does because Carmack has developed applications that call for it, and the hardware manufacturers are following his lead.
4. ERGO, THEREFORE, IN CONCLUSION, THE SUM TOTAL IS: You are a fan of Carmack's.


Actually, the higher-end video cards nowadays usually coincide with the latest DirectX specification. Yes, I realize Carmack has input into this process, but you make it seem like he's the fucking Hardware Pope.


Carmack influences Microsoft's DirectX decisions, but not enough so that he's willing to make it his own API. OpenGL is the API of beginners for its ease of starting up (70 lines for a simple polygon being rendered compared to ~150-200 for Direct3D as of 8.0), and of experts for extensibility (note that Carmack has seperate rendering pipelines for each major ATI/nVidia card out there).

Moving along to your original argument, here's a quote of dubious authenticity:

JC wrote:

I don't put a lot of stock in pinning down "firsts", even though people in general, and the media in particular, love to harp on it.

Everything is built on past work.

A lot of people like to think of creativity and innovation as something that springs from the void, but the truth is that everything is traceable to its origins.

I consider myself fortunate that I am consciously aware of the process. I can dissect all of my good ideas into their original parts, and even when there is an interesting synthesis, the transformation can usually be posed as an analogy to some previous work.

Given that fact, you will rarely find me touting anything as a "first", because I could always say it is "sort of like this thing over here, but with the principle demonstrated by this over there added to allow it to give the feature we wanted back then" and so on.


There are the occasional "eureka!" moments, but they tend to be in twitchy little technical things, not the larger ideas like "3D environment" or "multiplayer gaming".

I'm not all that concerned with our place in history. The process has been interesting enough in its own right, and lots of people have enjoyed the work as we produced it.


Carmack will be remembered by history for pioneering commercial spaceflight. His work in computer graphics is simply extremely competent engineering of pre-existing concepts.

I actually found this one via Google(may its servers run forever!) linked from the Shack, which adds to its dubiousity - I only include it because imposters are usually fingered quickly by Slashdot readers.

I'd also like to point out that both you and SB are a couple of hairy Greek faggots. I agree with your veneration of JC as sko coder demiurge, but for somewhat different reasons. As you pointed out, SB seems to be glossing over the fact that this shit isn't easy to implement. JC is actually innovative in that he brings us playable tech that we would otherwise only be able to run 1-2 years into the future - in this industry Performance is the only god and Carmack is his prophet. In addition to that, I don't think of him as unable to invent new tech - the thing is, he's a designer of entire systems. In this role, you take whatever the fuck you can in order to make your goal. If it exists, and is fast enough, use it. If it doesn't exist, or is too slow, build it yourself or optimize it.

-/ES/-


The 'John Carmack' account on slashdot is the real person. His karma is essentially infinite at this point, too, because he cannot say 'FART!' without it being rated +5, Insightful.

'in this industry Performance is the only god and Carmack is his prophet' equates to my 'Carmack excels at finding local optima.' But he's not exactly speaking with oracular winged Incan monkey-gods on a regular basis for the ideas behind what it is he's engineering - he takes the smart and to some extent obvious path in graphics, and does it extremely well. I respect him, but I would not call myself a fan.

--SB
PREVIOUS NEXT REPLY QUOTE
 
Carmack's 'rocket' by Senor Barborito 02/05/2003, 5:41am PST NEW
    Re: Carmack's 'rocket' by Mischief Maker 02/05/2003, 11:58am PST NEW
    Sheesh by I need clarification 02/09/2003, 12:01am PST NEW
        Re: Sheesh by Cyrris 02/09/2003, 1:26am PST NEW
            That's telling me by I need clarification 02/09/2003, 2:11am PST NEW
        Well by Senor Barborito 02/09/2003, 6:06am PST NEW
    I don't get it! by Fussbett 02/09/2003, 1:11am PST NEW
        He's jealous. Duh. -nt- NT by Entropy Stew 02/09/2003, 3:22am PST NEW
        I'm not much of a programmer by Senor Barborito 02/09/2003, 4:58am PST NEW
            You're not much of anything by I need clarification 02/09/2003, 5:32am PST NEW
                Re: You're not much of anything by Zebco Fuckface 02/09/2003, 5:47am PST NEW
                    Re: You're not much of anything by I need clarification 02/09/2003, 6:29am PST NEW
                That's better than being unable to read by Senor Barborito 02/09/2003, 5:49am PST NEW
                    Also question for the moron by Senor Barborito 02/09/2003, 5:56am PST NEW
                        Oh, stop with the pretending you know math, already. by I need clarification 02/09/2003, 6:32am PST NEW
                    "You can't read." Brilliant. by I need clarification 02/09/2003, 6:28am PST NEW
                        Better than anything you've posted to the site, at least by Senor Barborito 02/09/2003, 12:43pm PST NEW
                            Holy crap, it just occurred to me. by I need clarification 02/09/2003, 2:31pm PST NEW
                                PS: by I need clarification 02/09/2003, 2:49pm PST NEW
                                    Hahahaha by Senor Barborito 02/09/2003, 3:18pm PST NEW
                                Thank you for proving my point. by Senor Barborito 02/09/2003, 3:17pm PST NEW
                                Tsk tsk, and you were almost making sense up until that point by Entropy Stew 02/09/2003, 4:55pm PST NEW
                                    You're both right and wrong. by Senor Barborito 02/09/2003, 5:45pm PST NEW
                                        Carmack: History's rocketeer or programmer? by Fussbett 02/09/2003, 6:08pm PST NEW
                                            Presumably by Senor Barborito 02/09/2003, 6:18pm PST NEW
                                        Also some anecdotal failures on these topics by Senor Barborito 02/09/2003, 6:16pm PST NEW
                                            Re: Also some anecdotal failures on these topics by Zebco Fuckface 02/09/2003, 7:10pm PST NEW
                                            Re: Also some anecdotal failures on these topics by Zebco Fuckface 02/09/2003, 7:13pm PST NEW
                                                Hell by Senor Barborito 02/09/2003, 8:51pm PST NEW
                                                    Also by Senor Barborito 02/09/2003, 8:58pm PST NEW
                                                        Hold up by mark 02/09/2003, 9:19pm PST NEW
                                                    Re: Hell by Zebco Fuckface 02/09/2003, 11:48pm PST NEW
                                                        Re: Hell by Senor Barborito 02/10/2003, 12:07am PST NEW
                                                            Re: Hell by Zebco Fuckface 02/11/2003, 7:08am PST NEW
                                            Lot of network talk over the past few days .. by bastage 02/09/2003, 7:48pm PST NEW
                                                Re: Lot of network talk over the past few days .. by Lufteufel 02/09/2003, 10:07pm PST NEW
                                                    Quake 1: 250-350ms ping over modem. Those were the days n/t NT by <-Nordic-> 02/11/2003, 9:48pm PST NEW
                                            Re: Also some anecdotal failures on these topics by mark 02/09/2003, 9:43pm PST NEW
                                                Re: Also some anecdotal failures on these topics by Senor Barborito 02/09/2003, 9:59pm PST NEW
                                                oops, should have read this first re: carmack [nt] NT by Lufteufel 02/09/2003, 10:08pm PST NEW
                                            Re: Also some anecdotal failures on these topics by Mysterio 11/23/2013, 6:46am PST NEW
                                                Re: Also some anecdotal failures on these topics by col.schickn 11/23/2013, 8:38am PST NEW
                                        This post should be stickied forever by This is what futurists actually bel 08/07/2017, 10:55am PDT NEW
                                            Long bets, and the futurists that love them NT by Voxels vs V-2s 08/07/2017, 3:00pm PDT NEW
                                            Rocket, stealing porn goggle tech, Futurism isn't an 'exact' science. NT by The Happiness Engine 08/08/2017, 6:26pm PDT NEW
                                    Yeah, exactly. by I need clarification 02/09/2003, 8:57pm PST NEW
                        A quick literature search by mark 02/09/2003, 1:26pm PST NEW
                            Thank you - this was exactly my point by Senor Barborito 02/09/2003, 1:49pm PST NEW
                    Re: That's better than being unable to read by Fat Autistic Fuck 06/11/2022, 12:27pm PDT NEW
            Re: I'm not much of a programmer by Zebco Fuckface 02/09/2003, 5:46am PST NEW
                Yeah, me too!! by I need clarification 02/09/2003, 6:19am PST NEW
            Re: I'm not much of a programmer by fanclub 02/10/2003, 4:36pm PST NEW
                You're right by Senor Barborito 02/10/2003, 4:45pm PST NEW
                    But I thought you wanted to weed out the imperfect... -nt- NT by Entropy Stew 02/11/2003, 1:28am PST NEW
    This whole thing. Bump. NT by Mysterio 11/22/2013, 4:57pm PST NEW
        I was going to snicker at the prediction of Doom 3 revolutionizing the industry by Lemoney Snick 11/22/2013, 7:55pm PST NEW
            Look, the technology was ready, but he was afraid he'd open a portal to hell by blackwater 11/22/2013, 10:20pm PST NEW
 
powered by pointy