GameDev Pulse
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GameDev Pulse
Rage 2 is very and I mean very odd even if you compare it to other open world games. They took the shooting core from DOOM 2016, pulled a lot of legacy from the original Rage, and then dumped a lot of open world with vehicle focus on top of that. The map…
And since oddly enough, many of you have no idea what RAGE used to be in the first place: it's ID Tech pioneering on texture streaming:

Before it became a thing in all modern engines and APIs, John had to invent the wheel with MegaTextures project.

And the video is from... 2012

The technology failed due to disk drive requirements and stability on driver and hardware levels.

The uncompressed RAGE levels were over 300GB in size. And so the desired clarity was unreachable for the final game. But lessons were learned and soon all modern engines embraced texture streaming.

https://www.youtube.com/watch?v=BiQCz2NjPR8
#Rendering@GameDEV
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Godot 4.6 is finally packed with SSR, that WORKS. To explain the issue: before that, Screen Space Reflections (SSR, a crucial tech for non-RT games) were broken completely.

They were not correctly working with roughness, they were not working well with metals, they were as bad as possible. And were obstructed by any screen-shader.

Now it's fixed and they are almost perfect!

https://godotengine.org/article/dev-snapshot-godot-4-6-dev-3/
#Rendering@GameDEV
#GodotEngine@GameDEV
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By late 2025 it's been 7 years since Ray Tracing has been released, and we have literally one game that worth the hassle in PT + Ray Reconstruction.

#Rendering@GameDEV
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