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id Tech 5 - Wikipedia, the free encyclopedia

id Tech 5

From Wikipedia, the free encyclopedia

id Tech 5
Developed by id Software
OS Linux, Mac OS X, Windows, PlayStation 3, Xbox 360
Genre Game Engine
Website id Software Website

Originally dubbed Doom 4 engine (a name which is now deprecated), id Tech 5 is the name of the new game engine developed by id Software. The name follows id's new naming scheme, which gives information about the generation of the engine (for example the Doom 3 engine is now called "id Tech 4"). This was done so people wouldn't build too strong an association with the in-house game anymore. It was demonstrated for the first time at the WWDC 2007 by John Carmack on an eight-core Apple Macintosh computer; however, the demo only used a single core and a single-threaded OpenGL implementation running on a 512 MB 7000 class Quadro video card.[1]

The engine was shown to potential licensees at E3 2007, but not to the public. The first real public demonstration took place at QuakeCon 2007[2] during the annual keynote held by John Carmack. The game engine will be used in id's upcoming games, Doom 4 and Rage.

In an interview, John Carmack indicated that, like its predecessors, id Tech 5 will eventually be released as open source. This will likely be many years after id Tech 5 has been used in commercial games. At the QuakeCon 2007, John Carmack, the lead graphics engine developer at id, said to LinuxGames that he would integrate as little proprietary software as possible into id Tech 5, because "eventually id Tech 5 is going to be opensource also. This is still the law of the land at id, that the policy is that we’re not going to integrate stuff that’s going to make it impossible for us to do an eventual open source release." [3]

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[edit] Features

The demonstration with which the new game engine was shown had 20 GB of texture data (using a more advanced MegaTexture approach using textures with up to 128000x128000 pixel resolution) and a completely dynamically changeable world.

One of the features the renderer will include is a penumbra in the shadowing, by using shadow maps. This is unlike the shadowing of the id Tech 4 engine, which had very sharply defined shadows, with no penumbra.

John Carmack mentioned in his keynote at QuakeCon 2007 that the id Tech 5 engine will be OpenGL based, thus not requiring DirectX 10 to run.[4].

The engine is cross-platform, making it possible to render the same models on different platforms without the developer having to write different code for each platform. This reduces the complexity of deploying a game on multiple systems.[5]

The engine comes with new content creation tools called id Studio which are supposed to be much more user-friendly and polished than in earlier versions. Previously, content creation required artists to run various command line tools besides the level editor. Unlike the engine, id Studio works only on Windows[3].

The engine will likely feature a number of other graphical effects such as various materials for lighting, high dynamic range rendering-centric effects, and motion blur. The engine will also support multi-threaded processing on the CPU for many of its tasks, including rendering, game logic, AI, physics, and sound processing.

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