Doom 3 like First Person Shooter ONLY 96kb!!

Anhar_Miah

Veteran
Yep, thats right, if you think you have read the title wrong you haven't, a bunch of Germans (had to be the Germans) have programmed a FPS (First Person Shooter), BUT the entire game is just 96kb, NOT megabytes, kbs, yes, its just a little bigger than some Avatar Jpegs !

The graphics are stunning when consdering the size, this game would have normally have been around 300MB , but since everything is generated procedurally, this drastically reduces the size.


You will need a fairly modern graphics card to run the games, check out the requirements on the webpage for more details


http://212.202.219.162/kkrieger


OK, "Doom 3 like" may be a little over the top, but still for 96kb, its graphically something.
 
The screenshots certainly look good. Too bad there isn't a version that uses OpenGL so I can run it on GNU/Linux.

I think I'll try it anyway tonight using Cedega or Wine, and see what happens.

UPDATE: It does work in Wine, but the sound is just garble. Excellent graphics, however for such a small file!
 
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Woah, can't wait to give it a go. Just checked the screens and they looks unbelievable. I thought it would have been like doom 2 at best. That's truly amazing.
 
It's a little clunky and pretty buggy on my machine, but the graphics are perty, and it doesn't play too bad. Just a little slow action wise.
 
Just played it for a minute, astounding for what it is. I'm personally sick of wasting my precious hard drive space on 6gb + games.
 
Its not some much about space, indeed space is cheap these days.

It is about effcient programs that are also robust. So much of todays modern software is so bloated, its sad to watch. The modern PC could be used far more effectively if programs where designed with less "bloat".

I think is just demonstrates what is really possible when people try.

Imagine how fast and razor sharp a NLE would run if someone could program it that way.
 
I think that's an amazing step in the right direction. I'm stunned. Even just the collection of thumbnails to be that small would normally be pushing it slightly. Just as you said... a 7kb avatar is a tiny file... most are pushing almost 20kb... with no motion.
 
After playing the following, Im spoiled and cant go back

UT3 Demo - 700mb compressed
Call of Duty 4 Demo - 1.6GB Compressed
Crysis Beta - 1.4GB - Compressed

:-D
 
Its not some much about space, indeed space is cheap these days.

It is about effcient programs that are also robust. So much of todays modern software is so bloated, its sad to watch. The modern PC could be used far more effectively if programs where designed with less "bloat".

I think is just demonstrates what is really possible when people try.

Imagine how fast and razor sharp a NLE would run if someone could program it that way.



I agree that would be very cool indeed
Drogar-BigGrin%28DBG%29.gif
 
I've tried this thing some years ago. It's really impressive how efficent they've programmed it.
There's a big demo-scene with contests where people program games and 3d scenes with limited size (4 kb, 64 kb, 1 meg) or on old hardware like the C64. Ever seen realtime 3d graphics on a C64? :)

But it's just that, showing what you can do. It's not interesting for the gaming industry. These procedural textures need some time to be generated in real-time. It's faster to leave them less compressed on the harddrive.
 
I think, I would like to disagre with Marcus, procedural is the way forward. The biggest problem with "photo textures" is that no matter how big you make them, since they have to be tiled, even though seemless tiles exist from a long distance you will always see the dreaded "repeating tiles", on small objects using photo textures its fine, but on large areas using procedurals makes sense.

Take a look at these following links, (look at the video of the 2nd link, amazing realism)

http://www.profxengine.com/index.php?PAGE=GALLERY.RENDERS

http://www.allegorithmic.com/

http://www.bit-tech.net/gaming/2006/11/09/Procedural_Textures_Future_Gam/1

http://www.darksim.com/html/dt25_description.html (has a list of films and games it has been used on)
 
I think, I would like to disagre with Marcus, procedural is the way forward.

I'm with you, but 3d-card vendors like AMD, NVIdia and Intel are currently focused on having the fastest card on the market rather than image quality. They even lowered quality settings on the previous gen series to gain some fps.

They will implement features like procedural textures when they can sell it. They can sell it when

a) it's fast enough (that'll be the main problem)
b) it's significantly better (no doubt)
c) it's not too expensive (to develop and for the customers)
d) some game companys are supporting it with AAA-titles
e) it's supported by DirectX/OpenGL

I bet we will see this in the future, but not within the next few years.
 
didnt even have the processor on there. :( My machine is like 4-5 years old.

The thing about super high textures and shadows and all that jazz is that they all get turned off in the ini for pro play most of the time. Even though UT2004 can run on my machine with everything on I turn all that fancy crap off for no distractions. I just hate unregged shots and botters, they should work on that stuff. The trigger botters are so hard to catch unless you sit and watch the demos over and over again or if you know the player from over the years and know he/she can't have gotten that accurate in a month from the last time you played them.
 
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Hey Beat- Don't feel too bad, my other system is a few years old too. I built it just so that I can play with my 3D app... which went out of business back around '94.
 
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