Robert Duffy Talks Doom 3 Settings
10:32 AM | Chris Stein | Comment on this story
Robert Duffy, a programmer working on the upcoming first person shooter DOOM 3, has made an update in his .plan file detailing some of the technical aspects involved in the development of Doom 3. The update contains information on the hardware needed to play the game at different texture settings, and also describes the software and hardware used in development of Doom 3, as well as detailing the amount of VRAM needed for each texture setting.
Heres more from the update
To put things in perspective, most production levels in DOOM 3 contain more media assets than all of Quake 3: Arena. When we started working on the memory foot print, our goal was a 256MB system. In most cases loading up an area of the game on a 256MB system works fine, the problems arise when you start to transition from one area to the next ( successive map loads ). Memory fragmentation starts to really work against us and it ultimately made it just not feasible for a reasonable play experience to support 256MB. DOOM 3 recently went gold and is due for an August release on the PC, with a Mac release to be following shortly. You can read the rest of the update at the link below.
Robert Duffy's .plan file
Two basic options make up the quality levels, sound diversity and image fidelity.
Sound diversity is effectively how many sounds we support per sound shader for a given "sound". There may be for instance, 7 different "bullet striking the wall" sounds for a given bullet. In low quality, we only use one sound for this vs randomly choosing between one of the seven available. When we started on memory optimization, most levels used between 80 and 100 megabytes of sound data. We made the choice to move to .OGG for quite a few sounds which effectively removed the problem for us.
Image fidelity is dependent on what quality level we load the textures at.
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