Tag Archives: idsoftware

July 8, 2011

Rage deliberately allows screen tearing to improve performance

Due to to the way that double buffering works, a v-sync enabled game that drops below 60 frames per second reverts to 30FPS, but id Software’s upcoming Rage intentionally allows screen tearing at the top of the screen when the frame rate drops slightly below the 60FPS threshold.

So what we do on the consoles, where we have this tight control, is we say, OK, you’re going 60FPS, it’s v-syncing, there are no tear lines. But if you miss by a tiny little bit, we’ll let it tear at the top of the screen and we adjust the resolutions dynamically to let it catch back up.

It’s a really novel idea, and one that id managed to convince vendors to implement:

We were able to convince all of the vendors to go ahead and implement that extension on Windows, so we’re now able to do that at 60FPS as long as you’ve got the horsepower. But if you get a hiccup, where it slows down a little bit, it reverts to tearing, which is exactly what we want for gameplay reasons.

You just have to love how id always strives to push graphical boundaries as far as possible.

December 2, 2010

Ars Technica's interview with John Carmack

An interesting discussion regarding mobile platforms, consoles and their respective technical constraints.

A modern, top-notch, triple-A title costs many tens of millions of dollars to develop. If you have 60 or 100 people working for multiple years, it’s just really damn expensive. And, when there’s that kind of money on the line, there is an unavoidable degree of conservatism that comes in. You want to do things that you know people love and you want to make it better and polish it, but you really don’t have an opportunity to go off into left field—that’s really, really risky, and people don’t want to bet their company on things like that.