Edited by 2pak at 06:16 BST, 9 June 2012 - 5526 Hits

Ray tracing isn't really well suited for global illumination; i.e. it can't really simulate light scattering off diffuse surfaces.i hate to be a Jamerio-ass, but this doesn't make any sense. the whole point of ray tracing is to simulate any lighting in a simple manner, including the light scattering off 'mate' surfaces. it is simulating (tracing) all the paths photons might travel (rays), and diffus[ing] surfaces simply send rays in many directions. this is why all realistic renders use ray-tracing for the base technique. the reason it's not used in real-time 3d rendering is because it is slow, yet all that means is that they used it prior to pre-generate light maps, whether these maps are saved as 2d bitmaps, or volumetric raster data (voxels) or vector maps.
it is simulating (tracing) all the paths photons might travel (rays), and diffus[ing] surfaces simply send rays in many directions.But this is what is actually important. The way ray tracing works is to send a ray through the scenery for every pixel on the screen; when a ray collides with the world, the exact material properties are recorded , and then the ray is reflected (depending on material properties, normal vector etc etc) and bounced off once again into the world. One can repeat this procedure as often as is desired; more iterations result in better image quality.
Now I'm absolutely sure there are some clever optimizations I know nothing about, but the fundamental idea is just not well suited to efficiently computing light irradiation.this is where you are fundamentally wrong. the fundamental idea of ray tracing is the only way to compute light 'irradiation'. the entirety of our 3D rendering technology, from lightmaps to stencil shadows to UE4 are 'clever optimizations' on it.
But this only works well for perfectly shiny surfaces; in order to simulate diffuse materials, one would have to send thousands of rays into the world for every ray/surface collision, as you said. One can easily see that yes, theoretically one could simulate global illumination with ray tracing but it would be insanely slow. Not even close to real time (I'd say it would need hours or even days for a single frame). This is why I said that ray tracing isn't well suited to globally illuminating surfaces in real time.It isn't done because it isn't practical; there are much better suited technique for computing global illumination, as the one outlined in that paper that does it in real time.
Yes it is, and when asked to see your qualifications which would permit one to say they have a credible stand for making a "professional opinion" you came back with nothing (as predicted) and talked about about the definition of "professional opinion" (as predicted again) but still nothing from you about your qualifications so we can see how much worth your professional opinion is worth.... the qualifications I'm speaking of are DIRECT EXPERIENCE. I'm giving my review of the experience, and I'm not going to taint a review with bias. Are you completely incapable of reading any sentence as it's actual meaning?
As stated above, you're a bigger fan of yourself which means you'll lie and manipulate your entire belief system to be seen as having something to say on a topic.You're deflecting. You tried to act as if I was trying to smear Bioware, and this argument has been squashed completely. Now that your fallacy has been exposed, and proven inaccurate to begin with, do you have a real argument?
The scripted events in this demo had little or no impact on performance.No, they had an impact on the visuals, which gives you a false impression of graphics, that is really just attention to detail, as I have already pointed out.
No it wasn't, it was misrepresented by YOU saying it was a reflection of the average quality on PC level using the UE3 engine when it clearly was not because the performance levels are DIRE on this level compared to the average levels that run fine.Which it is, if you have played even half of the UE3 engine games on the market. Comparing the UE3 average to the minority of games that used the engine for its versatility (and scalability) rather than its raw graphical power is a misrepresentation, and terribly ignorant. No surprise there!
COD is a better single player game, quake is a better multiplayer game yes.You were comparing id software games, not just Quake. You're saying that COD is better than Doom 3, since that's what the reviews say.
Yes and the Doom 3 engine which its based on won a shitload of awards and praise for its innovation. Notice how you forget the other bits?The engine? No, no it didn't. The game won a few.
How do you know this?Based on the fact that they made a statement that they weren't happy about Rage? Or the layoffs? Or the statement that QL was a business failure? Do I need to paint you a picture?
Anyone with a clue knows the next big advances will be in conjunction with a display unit, this is why 3D films are all the rage3D films were on the decline since mid-2011. It's never been big for games.
Who the fuck are you question anyone, let alone carmack?Carmack isn't in charge at id. id is Zenimax's bitch now, and Carmack does what they tell him to do.
Its licesned to partners of Zenimax, every company has layoff's and every company has people that quit.id isn't a big company - 30 members is a lot, especially when they're supposed to be working on Doom 4, and another Rage title.
It probably is better designed game than Doom 3. Doom 3 is a visual expereince COD could never come close to matching. games are good for a variety of experiences.Visual experience is taken into consideration in a review, so you must believe that COD is a better game than Doom 3.
The Doom 3 engine won lots of praise for its level of fidelity.Praise? So flip flopping from "a shitload of awards"? It won complaints of being dark, everything looking to be made of plastic, and tons of complaints about performance.
Rage has sold over 2.5 million copies and has an average score of over 8/10 over 50+ reviewsHey, you know what did even better than that? Call of Duty. Better game? Obviously.
That's becuause the tech is not here yet, in a decline?You specifically pointed to films, which are already in decline. There has already been some push for 3D in games, and it has done terribly - the tech is already here. Carmack's VR headset really has nothing to do with 3D, though.
So you say... last I heard carmack said the opposite and he said it personally. Gonna have to take that over you.[citation needed]
I'm happy to play below average gameplay with amazing visuals, than average gamepaly and average visualsThen you'll also be happy to admit that gameplay is also considered in a review, and that COD is the superior game.
Again, you're just focusing on the negative, I'm guessing your life would be scarier than anything in doom 3.The overwhelming negative, that tanked the future of the engine - that opened the door for Epic to completely dominate the licensing scene.
Sales have nothing to do with a good game, I only said that because you implied id had done badly as producers care mostly about sale, 2.5 million sales in this day and age with a pretty decent game is acceptable.I see, so now that your argument using sales has failed, you want to back away from it. No surprise. Would you also like to back away from the review argument? You're losing pretty hard there, too.
You'll get my CIT when I get yours for saying...Is there any argument that you can actually back up? Stop making me look like a bully that is picking on a kid with down syndrome.