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#idtech7#doometernal#megatextures

Doom Eternal - The Digital Foundry Tech Review - id Tech 7 Is Incredible

Digital Foundry

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  • A classic. People kept recommending it from 2020 to 2024.
  • Presented by John Linneman, Digital Foundry
  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

729K views6 years ago2 recommendations

Game developmentGraphics and audioUnity, Unreal and GodotBuilding a game engineRendering

John Linneman analyzes the technical achievements of the id Tech 7 engine, focusing on its rendering pipeline and performance optimizations.

Doom 2016 saw a classic franchise and a legendary developer revitalised - but Doom Eternal ramps everything up to the next level. Join John Linneman for a deep dive into id Tech 7, a look at id's development environment - plus of course, all formats are tested. Subscribe for more Digital Foundry: bit.ly/DFSubscribe Join the DF Patreon, support the team - and work like this - more directly and get pristine quality video downloads of our work: digitalfoundry.net

Why it's here

2 people recommend this

What people say. Recommended for its deep dive into the graphics technology and megatexture systems of id Tech 7.

Moments people linked to

u/Better_Pirate_7823in r/gameenginedevs • Recommends

The Digital Foundry's Tech Review of id Tech 7

u/HaskellHystericMonadin r/gameenginedevs • Recommends

On “DOOM (2016) - Graphics Study”

Here it is: [video time-linked to the start of the bit about mega-textures.
5View on Reddit

u/S48GSin r/GraphicsProgramming • Mentions

On “Does it`s worst it, trying to implement octal tree textures in my game engine.”

Look similar to modern texture streaming... and only A+ projects use texture streaming because it explode complexity. Look https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ - search "Mega-Texture UpdateMega-Texture Update". https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy - search "Step away from Mega-TextureStep away from Mega-Texture". >2010: "With Megatextures artists can work faster and have more control over assets" 2020: "Without Megatextures artists can work faster and have more control over assets" [video

u/S48GSin r/GraphicsProgramming • Mentions

On “Texture Streaming in the Wicked Engine”

>Way back in 2007 Famous idTech engine: >2010: "With Megatextures artists can work faster and have more control over assets" 2020: "Without Megatextures artists can work faster and have more control over assets" https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ - # Mega-Texture UpdateMega-Texture Update https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html - Step away from Mega-Texture Quote from comments in [video