id Software’s RAGE Map Recreated In Unreal Engine 4 – Video Flythrough

Back in August, we informed you about a RAGE map recreated in Unreal Engine 4. Sebastian Schulz, creator of this map, has made some additional changes to it and released yesterday a flythrough video that can be viewed below. It looks cool, so make sure to give it a go!

Rage Map Remake Unreal Engine 4

23 thoughts on “id Software’s RAGE Map Recreated In Unreal Engine 4 – Video Flythrough”

  1. It doesn’t look better than idTech 5. Looks like Source with lots of bloom and lense flare. It’s a shame that Rage had to be downgraded because of weak past-gen consoles.

  2. I miss ID software, the company that made Doom and all other heavy hitters that is, not these clowns nowadays who thinks they can abuse the good name of ID software to sell their crap like evil within. Betesheda taking over was the final nail in the coffin.

      1. David Kushners non-fictional downloadable audio book from 2012 named
        MASTERS OF DOOM explains everything and should outright be a mandatory
        reading/listening to for everybody. It is very detailed and does not
        hold back on anything that goes on.

        1. I don’t think you know anything about it. It’s the only engine with the potential for unlimited detail. The only limitations are hardware and artist-based. (well, I guess one could say that about most engines, but dammit I don’t feel like explaining it all to you guys again)

          1. Face it the engine had potential but when Dev’s don’t live up to the potential then a engine can’t shine. Can’t even blame consoles because it’s from the company that made PC gaming what it is today… Then again you can’t even call ID, ID anymore… Just a buncha console developers now with PC not in mind… They might as well be the next Ubisoft.

          2. I’m talking about the merits of the engine. Say what you will about the games or id, but the engine was custom-built to enable artists an endless canvas on which to build the visuals.

            Consoles are entirely to blame. The PS3 and XB360 had hardly any RAM to speak of and relied heavily on shaders (as opposed to uniquely-textured surfaces. Because of this Nvidia and AMD engineered their hardware to maximize shader performance. I remember reading back in the Doom 3 days with Carmack talking about the future merits of dithered textures with a 512bit memory bus, but it never caught on because of consoles. For a while there Nvidia and AMD were making 512 bit cards, but it was overkill in an industry where all AAA games were console ports and didn’t take advantage of it, instead relying on mhz and more unified shader processors, but that’s not going to help with texture streaming.

            All these Ubisoft games that are stuttering are because these unified shaders suck at high resolution texture streaming. So now in order for these games to work properly, graphics cards makers have to go back in time and start increasing the post-console atrophied memory bus. The AMD R9 290 and R9 290X are heading in the right direction in this regard.

            So basically Carmack saw the future and designed an engine around what artists needed in order to create the highest fidelity graphics and immersive worlds, but had the carpet pulled out from under him by shitty hardware on the PS3 and XBox 360. When the PS4 and XBone came out Carmack pretty much threw up his hands and quit the industry because console makers don’t care about graphics. id Tech 5 is not perfect, but it was THE solution for graphical limitations going into the future, hamstrung by poor hardware choices on consoles.

            And then there’s the fact that shitty console hardware is holding back our graphics and you blame the engine? That’s like limiting our soldiers nothing but slingshots and rocks then blaming the soldiers for losing a war!

      1. Well the best I think is CryEngine, but what you are saying is partially true. idtech5 is very good but has its fair share of problems on PC. (remember rage?)

    1. All textures except on character models are terrible. In particular that pipe on the left and the shiny part of the floor next to it, barf. So that’s mega-textures right there. 50 GB for THAT. A 20 GB game can look better and have more varied environments at the same time. Megatextures are simply a solution in search of a problem.

      1. Textures are not terrible, but just low resolution. It’s not the same thing. In any case, this is one of the most beautiful games for me.
        P.s. Dishonored also had no hi-res textures, but it is still very beautiful.

  3. My main gripe with the engine was that it was hardcoded to run at 60fps, there was no way to unlock it because the physics were intertwined with the framerate, which sucked for anyone running a 120hz/144hz monitor (myself included)

    Plus I REALLY hated the texture streaming; and I’m saying this as an owner of one of the fastest cards to stream textures with (highest NVIDIA at the time, with all texture compression/streaming settings turned to fastest)

  4. you did a lot of typing… I never blamed the engine I blamed the people behind the engine… I mean come on man… ID software was pretty much the reason I got into PC gaming back when Wolf 3D was shareware on a floppy disk.

    But yet you are going to tell me a PC gaming company is going to let consoles hold back games!?!?! WTF is wrong with that picture.

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