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Inside Doom: The Dark Ages - Creating id Tech 8 - Interview With id Software

Digital Foundry

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  • Presented by Billy Khan, Director of Engine Technology at id Software

Advanced. Deep dive for people who know the field.

109K views1 year ago4 recommendations

Game developmentGraphics and audioUnity, Unreal and GodotRenderingPerformance and optimization

Billy Khan discusses the technical architecture of id Tech 8, explaining why Doom: The Dark Ages requires hardware-accelerated ray tracing.

Want to know more about Doom: The Dark Ages and the technical make-up of the new id Tech 8? John Linneman has this extensive interview with id Software's Director of Engine Technology, Billy Khan. Every key aspect of the new technology is discussed here, along with answers to key questions like why The Dark Ages simply isn't possible without hardware accelerated ray tracing. Join the DF Supporter Program for pristine video downloads, behind the scenes content, early access to new videos, early access to DF Direct Weekly and much, much more: bit.ly/3jEGjvx Go here to check out DF merch! store.digitalfoundry.net Subscribe for more Digital Foundry: bit.ly/DFSubscribe - Introduction - The Next Steps for id Tech - Stutter Struggle - How Did id Solve This? - Ray Tracing - Why and How? - Without RT - This Game isn't Possible - Geometry Rendering - Something Different? - Physics Discussion - Huge Enemy Counts - Secrets of id Software's Optimization - Loading Times - How Are They So Fast? - Post-Mortem Thoughts - Cutscene Editor and How That Works - Atmospheric Rendering - Gore 3.0 - Composite Material System - Fur and Cloth - Ending

Why it's here

4 people recommend this

What people say. Recommended for insights into modern game engine optimization, visibility buffers, and hardware ray tracing.

u/Better_Pirate_7823in r/gameenginedevs • Recommends

Inside Doom: The Dark Ages - Creating id Tech 8 - Interview With id Software

u/corysamain r/GraphicsProgramming • Recommends

On “How is first person done these days?”

Doom: Dark Ages apparently switched to visibility buffer -> g buffer rendering. Something like http://filmicworlds.com/blog/visibility-buffer-rendering-with-material-graphs/ They mention it at the end of link to this video

u/Moloch_17in r/GraphicsProgramming • Recommends

On “Discussion on Artificial Intelligence”

Yeah, you could do some competitive iterative design thing, but it's probably not worth it. The hard part of graphics programming isn't really the shader programming, it's the rest of the optimizations. Check out this interview to see what I mean: [video

u/bookningin r/GraphicsProgramming • Recommends

On “Is it not crazy that this became a normal thing in the industry?”

Ref for is engine solution link to this video