Reasonable said:
I'm pretty pro id and Carmack, but Doom 3 tech was nothing like Crysis. It was great, but designed around relatively small levels that were essentially corridor crawls and a small number of foes with amazing lighting. Crysis was designed around vast, open world levels with many foes, and pretty amazing lighting too. As engines go in terms of design goals, they were pretty different. OT regarding performance, I hope to see this improve, because of id's original comments, but it seems to me, if this holds true, that they have struggled to produce a single engine which is capable of equally supporting each console. Looking at the evidence I'm pretty much of a mind that to get the best out of each you need at least a console specific version - i.e. not two fully seperate engines, but certainly two cuts of code where certain elements are different to exploit the very different PS3/360 architectures.
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I hope you have in mind that Doom 3 come out August 2004 and Crysis in November 2007. That is more then 3 years. This is a huge period for a game engine.
For 2004 Doom 3 effects and lighting were amazing.







