Is procedural synthesis just a mirage?
Carmack systematically trashes proceduralism
“Proceduralism is really just a truly crappy form of data compression”. He has some critical things to say about voxels too.
The video is of an interview of John Carmack by Ryan Shrout of PC Perspective at QuakeCon 2011 on August the 12th. There is a transcript of the interview in this article.
Here is a list (from Wikipedia) of games using Voxels:
“Infinite detail is basically proceduralism and you can do that with polygons, voxels, atoms, splats, whatever. I don’t think the notion of infinite detail is actually all that important. It is more important to be able to get the broad strokes of the artistic vision in there, and if you take uninspired content and look at it at the molecular level, it is still uninspired content.“
John Carmack, Id Software
“I’ve revisited voxels at least a half dozen times in my career, and they’ve never quite won”
The bottom line: ray tracing is probably going to feature in our games development future, as is tessellation, but we simply don’t yet have the horsepower to make them do things any better than what Carmack has put together over the last six years in the lead up to Rage.
