u/Better_Pirate_7823in r/gameenginedevs • Recommends
#idtech8#doomthedarkages#raytracing
Inside Doom: The Dark Ages - Creating id Tech 8 - Interview With id Software
1.5M subscribers • 5 videos on Hallway
- Recommended by 4 people: 4 in engineering communities.
- 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 - EndingWhy it's here
4 people recommend thisWhat people say. Recommended for insights into modern game engine optimization, visibility buffers, and hardware ray tracing.
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