Technical Discussion

The bigger news with Rage is that this is id’s launch title to demonstrate what their id Tech 5 engine can do. It’s also the first major engine in a long while to use OpenGL as the core rendering API, which makes it doubly interesting for us to investigate as a benchmark. And here’s where things get really weird, as id and John Carmack have basically turned the whole gaming performance question on its head. Instead of fixed quality and variable performance, Rage shoots for fixed performance and variable quality. This is perhaps the biggest issue people are going to have with the game, especially if they’re hoping to be blown away by id’s latest graphical tour de force.

Running on my gaming system (if you missed it earlier, it’s an i7-965X @ 3.6GHz, 12GB RAM, GTX 580 graphics), I get a near-constant 60FPS, even at 2560x1600 with 8xAA. But there’s the rub: I don’t ever get more than 60FPS, and certain areas look pretty blurry no matter what I do. The original version of the game offered almost no options other than resolution and antialiasing, while the latest patch has opened things up a bit by adding texture cache and anisotropic filtering settings—these can be set to either Small/Low (default pre-patch) or Large/High. If you were hoping for a major change in image quality, however, post-patch there’s still plenty going on that limits the overall quality. For one, even with 21GB of disk space, id’s megatexturing may provide near-unique textures for the game world but many of the textures are still low resolution. Antialiasing is also a bit odd, as it appears have very little effect on performance (up to a certain point); the most demanding games choke at 2560x1600 4xAA, even with a GTX 580, but Rage chugs along happily with 8xAA. (16xAA on the other hand cuts frame rates almost in half.)

The net result is that both before and after the latest patch, people have been searching for ways to make Rage look better/sharper, with marginal success. I grabbed one of the custom configurations listed on the Steam forums to see if that helped at all. There appears to be a slight tweak in anisotropic filtering, but that’s about it. [Edit: removed link as the custom config appears mostly worthless—see updates.] I put together a gallery of several game locations using my native 2560x1600 resolution with 8xAA, at the default Small/Low settings (for texturing/filtering), at Large/High, and using the custom configuration (Large/High with additional tweaks). These are high quality JPEG files that are each ~1.5MB, but I have the original 5MB PNG files available if anyone wants them.

You can see that post-patch, the difference between the custom configuration and the in-game Large/High settings is negligible at best, while the pre-patch (default) Small/Low settings have some obvious blurriness in some locations. Dead City in particular looked horribly blurred before the patch; I started playing Rage last week, and I didn’t notice much in the way of texture blurriness until I hit Dead City, at which point I started looking for tweaks to improve quality. It looks better now, but there are still a lot of textures that feel like they need to be higher resolution/quality.

Something else worth discussing while we’re on the subject is Rage’s texture compression format. S3TC (also called DXTC) is the standard compressed texture format, first introduced in the late 90s.  S3TC/DXTC achieves a constant 4:1 or 6:1 compression ratio of textures. John Carmack has stated that all of the uncompressed textures in Rage occupy around 1TB of space, so obviously that’s not something they could ship/stream to customers, as even with a 6:1 compression ratio they’d still be looking at 170GB of textures. In order to get the final texture content down to a manageable 16GB or so, Rage uses the HD Photo/JPEG XR format to store their textures. The JPEG XR content then gets transcoded on-the-fly into DXTC, which is used for texturing the game world.

The transcoding process is one area where NVIDIA gets to play their CUDA card once more. When Anand benchmarked the new AMD FX-8150, he ran the CPU transcoding routine in Rage as one of numerous tests. I tried the same command post-patch, and with or without CUDA transcoding my system reported a time of 0.00 seconds (even with one thread), so that appears to be broken now as well. Anyway, I’d assume that a GTX 580 will transcode textures faster than any current CPU, but just how much faster I can’t say. AMD graphics on the other hand will currently have to rely on the CPU for transcoding.

Update: Sorry, I didn't realize that you had to have a game running rather than just using vt_benchmark at the main menu. Bear in mind that I'm using a different location than Anand used in his FX-8150 review; my save is in Dead City, which tends to be one of the more taxing areas. I'm using two different machines as a point of reference, one a quad-core (plus Hyper-Threading) 3.65GHz i7-965 and the other a quad-core i7-2630QM. I've also got results with and without CUDA, since both systems are equipped with NVIDIA GPUs. Here's the result, which admittedly isn't much:

Rage Transcoding Performance

This is using "vt_benchmark 8" and reporting the best score, but regardless of the number of threads it's pretty clear that CUDA is able to help speed up the image transcoding process. How much this actually affects gameplay isn't so clear, as new textures are likely transcoded in small bursts once the initial level load is complete. It's also worth pointing out that the GPU transcoding looks like it would be of more benefit with slower CPUs, as my desktop realized a 41% improvement while the lower clocked notebook (even with a slower GPU) realized a 52% improvement. I also tested the GTX 580 and GTX 560M with and without CUDA transcoding and didn’t notice a difference in perforamnce, but I don’t have any empirical data. That brings us to the final topic.

Rage Against the (Benchmark) Machine Performance Investigation and Wrap-Up
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  • Carlos_ - Monday, October 17, 2011 - link

    I also feel very disappointed with the Megatexture techonology. In my PC, I have a lot of texture popping and the game is not very pretty. It's fluid, but I have lots of slowdowns. It stops for a moment every 20 seconds or so.

    If I compare it with, for example, Crysis 1 it's considerably uglier and less smooth and the game pauses to load new levels quite often (every time you enter a new zone).

    Rage is the worse id game I have ever seen, and I play their games since the Commander Keen times.

    I think that this is be the last game I will buy from them.
  • Revdarian - Monday, October 17, 2011 - link

    Yeah, but even trying to "fix" it by making it keep a bigger amount of textures actually in memory//streaming some of it beforehand, the basis of the engine is flawed in my humble opinion.

    You see, if you want dynamic lightning, then you will have to keep the textures at a higher level, thus achieving a lesser compression than they did.
    And there is almost no proper way to add interactive objects to the levels by the very nature of it.
    On top of that it also forces level designers to work constantly with the graphic artists, as every little design change has to be run again, and the base texture modified by hand and recompressed.

    So, again, 21GB for just roughly 10hours of gameplay and regular to bad texture quality, how much would it be for a decent lenght and higher quality?... 40GB? 50?

    Honestly i feel that developers would do better modifying idTech4 (which supported MegaTexture but didn't seem to be entirely focused on it), versus idTech5.
  • Frenetic Pony - Wednesday, October 19, 2011 - link

    It's a fantastic technology all around! At least, once the dvd9 limits of the 360 can be eliminated. Doom 4, which will be a smaller area on even more dvds, should look utterly fantastic and not blurry at all.

    Plus it's an incredible win from the standpoint of artists using it. No more worrying about texture size, or cramming it into memory, or you can't put this texture here, or etc.
  • pyrocro - Monday, October 17, 2011 - link

    Found this command "vt_visualbenchmark" here->http://hardforum.com/showthread.php?t=1640248&...

    not sure if anyone discovered/knew this before but adding the common code line terminator ";" after a command allows you to place another command on that same line. for example

    vt_restart; vt_visualbenchmark 20

    combining these 2 commands seems to produce consistent benchmarks results for a given area and they are very different from the vt_benchmark results. I have only tested this for about 5 mins and it seems to be a useful indicator for perfomance.
  • aguilpa1 - Monday, October 17, 2011 - link

    I played Borderlands and Fallout NV and enjoyed both for different reasons. I guess I'm just a post apocalyptic kind of guy. Compared to the older two Rage was down right beautiful in some parts and I couldn't help but feel awed by the surroundings.

    However, it was not a game designed for my computer like mine, or gamers like me who use, a 3 - monitor (Alienware 23", 120hz), 3.8Ghz OC'ed i7 and GTX 590 type of system. Whenever I tried to run on three screen mode at full resolution, all I got was tons of texture flashing and eventually a crash with crappy performance. No matter how many settings and custom .cfg's I could find.

    This game was built for a console, plain and simple. A typical sellout game that has no roots to its past nor the community that help support it. It ran beautifully at 1920x1080, big deal. Both Borderlands and Fallout NV run beautifully at 5760x1080 without missing a beat and without any fancy megatextures.

    Whatever id.
  • JarredWalton - Monday, October 17, 2011 - link

    I'm guessing you'll need to wait a month or two to get three screen support working well. It's going to be mostly driver fixes/updates to enable Rage to run on three displays. Honestly, I'm surprised you haven't had more issues doing triple-head with recent releases, as that's about as bleeding-edge as you can get.
  • mauler1973 - Monday, October 17, 2011 - link

    I don't know about anyone else, But I want to see more games with great storylines!
  • Belard - Tuesday, October 18, 2011 - link

    Yeah, like Left4Dead... And UT 3.
  • Mike89 - Monday, October 17, 2011 - link

    There were remarks in this article comparing Rage with Borderlands. I see no comparison whatsoever and can't see how the reviewer came up with that. Borderlands is not even in the same ballpark as Rage. Borderlands should have been called Cartoonlands.
  • JarredWalton - Monday, October 17, 2011 - link

    Post apocalyptic world with mainly a desert environment? Check.
    Vehicles to drive? Check.
    NPCs and/or missions that feel hollow? Check.

    Obviously the stories are different, and the gaming engines are completely different, but for someone to say you see no comparison whatsoever? You're apparently thinking that I was comparing the engines and rendering as opposed to the setting. That I'm talking about the setting should be clear from the context.

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