Pa nije baš rekao da je bezveze, samo da želi da artisti ne moraju da razmišljaju o underlaying geometriji. U ovom trenutku, to je malo radikalno - hoće čovek da kaže da je njegov Megatexturing metod i ono što radi sa Tech 5 tj. Rage engine-om pravi put, ali ne mora da znači da je tako.
BTW, Goran i ostale PC galamdžije će, ako ništa drugo, bar skapirati ovaj deo...
PCPER: What are your thoughts on the current climate of multi-GPU systems? Do you see that as a real benefit and do you think developers are able to take advantage of those kind of hardware configurations easily enough?
CARMACK: From a developer stand point the uncomfortable truth is that the console capabilities really dominate the development decisions today. If you look at current titles and how they’ve done on the console, you know, high end action GPU based things, the consoles are so the dominate factor that it’s difficult to set things up so that you can do much to leverage the really extreme high end desktop settings. Traditionally you get more resolution, where a console game might be designed for 720p and the high end PC you go ahead and run at 1080p or even higher resolution, that’s an obvious thing. You crank up the resolution. You turn off compression when you have 1GB of video memory available. And also normally you can go from a 30 Hz console game to a 60 Hz PC game. So there are a number of things you can crank up there on the PC, but it’s difficult to try and justify any radically different algorithm, something you would really do with 4x the power you’d have with a high end PC system.