When Rage was released almost a decade ago, John Carmack's vision was clear: The Quake designer, the first consumer-grade 3D FPS, wanted to push the visual boundaries once again. Although the Idtech engine is no longer used by the industry since the three days of Ittech (and probably will not be used after the Bethesda buyout), each new iteration of their engine is some something to hope for, highlighting most of the technical strengths. of their generation: just take a look at Doom 2016 to understand what we are talking about: GPU particles, high-density models, physical rendering, etc. – the full range of 8th generation AAA visual effects is served on a set here.
Rage 2 is a strange case. This is the IP software ID, but has not been developed by ID. It borrows heavily from the gameplay of the reboot Doom, but was built on the same engine as Just Cause 4, a title opposite to Doom in terms of hardware optimization. And his color palette is as far removed as possible from the aesthetic identity of the "Brown Shooter". With Idtech 5 and Rage, John Carmack and his partners tried to revolutionize the sector with a unique technology, the megatexturation, which finally did not give the expected results. A lack of focus elsewhere – in the lighting department, for example, meant that at startup, Rage was in the unique position of looking both better and worse than his AAA counterparts. In fact, Rage 2 has completely abandoned the Idtech engine, having been built on Avalanche's Apex engine. Why the big change, and especially with an IP address, had developed specifically to introduce a new engine in 2011? And what motivates Rage 2 at the technical level?
Let's discover here. But first let's go back to history and take a look at the technical highlights of Rage 2011.
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