John Carmack Shows Rage Running At 60FPS On iPhone 4 At QuakeCon

There have been rumors of late that Android 3.0 will be Google's first major swing at the gaming market when it comes to smartphones. If this video demonstration is any indication of what's to come on iOS, the battle may already be over by the time Android 3.0 hits the airwaves. John Carmack, one of the most famous game designers in the history of the industry, is responsible for such famous titles as Doom, Quake and Wolfenstein 3D. He's also responsible for the development of Rage, a highly advanced and complex (in terms of polygon count) video game that has yet to hit the market. The PC version is expected sometime soon, but an iPad and iPhone version could land even sooner.

At an event at QuakeCon in Dallas, Carmack blew everyone away with a beautiful demonstration of Rage running on an iPhone 4. Aside from having an A4 processor, Apple has kept the video processor capabilities of the phone a secret from the public. Whatever is in there has some serious power behind it, as Rage was shown running at 60 frames per second, complete with MegaTextures enabled. John said that the game looked best on iPad, but would actually still run on even the iPhone 3GS. That's totally impressive, and it's probably just as impressive to think of the coding that had to be done to make this happen as it is the GPU system within the iPad and iPhone families.

According to reports, the iOS version of Rage will debut this year on the App Store, and it will be available for a lower price in line with what other high-res games are selling for. A second Rage iPhone game is expected to ship alongside the PC and console version next year, but Carmack is still evaluating the demand on Android before committing to making a Google-enabled port. The video below shows the demo, which is mind blowing on a number of levels. And it begs the question: if Carmack can do this with Rage, what other amazing iPhone and iPad games could be created with the right coding?

Via:  Joystiq
JDiaz 4 years ago

He started out designing it for the Wii, another graphically limited system. So it's no surprise that it would work this well on a device that is already known to rival the graphics of say a PSP.

Nice, but the games will still be limited in AI, physics, and complexity... basically recall how Dead Rising suffered when transferred to the Wii, still playable but nowhere near as intense.

Android is definitely not out of the game or likely to be, since you can find even more powerful hardware for Android systems and it's only a matter of time before they start getting serious attention to using them as a gaming platform.

Like already Sony Ericsson has plans for a Android Smartphone/PSPGo. So at least one major company will likely start putting serious investment into that platform.

3vi1 4 years ago

JDiaz: >> He started out designing it for the Wii

No, but I could see how you could misconstrue his voice-over to mean that. Id Tech 5 and Rage were shown off for the first time about 3 years ago - so the engine design predates his Wii considerations by a couple of years.

FTA: >> And it begs the question: if Carmack can do this with Rage, what other amazing iPhone and iPad games could be created with the right coding?

Better question: Who needs DirectX? By not tying his engine to it, he's got so many other platforms already supported - and that OpenGL's not looking too shabby.

jturnbull65 4 years ago

Carmack is a genius. He builds id's engines almost singlehandedly while other companies devote entire teams and he does it better.

infinityzen 4 years ago

I really don't care about this, since I have 0 interest in playing a FPS on a touch screen only device. The controls would take away a huge chunk of the fun from it.  Now when the game comes out on PC I'll be all over it.

jturnbull65 4 years ago

I think the importance of this isn't that we should expect Rage on iOS to be the next big game but rather the demonstration that 1) the current hardware is in fact capable of a lot more than what we've seen thus far 2) well designed software coupled with a bit of persistence can port quite well, and that should be the standard rather than the exception

JDiaz 4 years ago

This pretty much only shows what always happens with any platform used for gaming over a long period of time. Since as time goes on developers get better at using the hardware to its full potential. Though he has developed some good tricks to get around the hardware limitations but similar is being done on other platforms to extend their usefulness.

But despite the advancement in graphical performance there is little to nothing they can do to improve actual game play when it comes to AI, physics, etc. Especially with games dealing with multiple opponents, which is why I pointed out Dead Rising. You never get the horde impact you get on more powerful systems.

iOS is a definite improvement over previous but it is more resource hungry, doesn't run well on older iPhones, and the A4 processor isn't really designed to handle multi-tasking as well as some of the newer ARM processors that have come out. Course that may change in the next gen release but for now that's the limitation.

As for the Wii, which is basically a supped up Game Cube with motion controllers, was put into development by Nintendo around 2000, world made aware of the project in 2004, and was officially released in 2006... So time line actually matches up fine with Id Tech 5 and Rage being shown off only 3 years ago, as you indicated 3vi1.

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