A Very Detailed Dissection of a Frame From DOOM (adriancourreges.com)
DOOM 2016 "cleverly re-uses old data computed in the previous frames...1331 draw calls, 132 textures and 50 render targets," according to a new article which takes a very detailed look at the process of rendering one 16-millisecond frame. An anonymous Slashdot reader writes:
The game released earlier this year uses the Vulkan API to push graphics quality and performance at new levels. The article sheds light on rendering techniques, mega-textures, reflection computation... all the aspects of a modern game engine.
Some of the information came from "The Devil is in the Details," a July presentation at the SIGGRAPH 2016 conferences on graphics by Tiago Sousa, id's lead renderer programmer, and senior engine programmer Jean Geffroy. (And there's also more resources at the end of the article, including a July interview with five id programmers by Digital Foundry.) "Historically id Software is known for open-sourcing their engines after a few years, which often leads to nice remakes and breakdowns," the article notes. "Whether this will stand true with id Tech 6 remains to be seen but we don't necessarily need the source code to appreciate the nice graphics techniques implemented in the engine."
Some of the information came from "The Devil is in the Details," a July presentation at the SIGGRAPH 2016 conferences on graphics by Tiago Sousa, id's lead renderer programmer, and senior engine programmer Jean Geffroy. (And there's also more resources at the end of the article, including a July interview with five id programmers by Digital Foundry.) "Historically id Software is known for open-sourcing their engines after a few years, which often leads to nice remakes and breakdowns," the article notes. "Whether this will stand true with id Tech 6 remains to be seen but we don't necessarily need the source code to appreciate the nice graphics techniques implemented in the engine."
Carmack is at Oculus now...
Carmack is a Facebook employee now.
Lol!!!!
The same site also posted detailed looks at Grand Theft Auto V, Supreme Commander, and Deux Ex: Human Revolution earlier this year.
Very detailed indeed. Definitely over my head.
Nope. He pursued in other projects. Not everyone does the same thing forever.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
Which means probably no more GPL releases.
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This kind of tricks were more popular in the older days when you couldn't even wipe a screenful of data in one frame-time, much less render a frame in a straightforward matter
Today most coders rely on hadware speed to get away with things
Go code a realtime 60fps game on a 4 MHz cpu with a 15-cycle byte read from memory, you'll have to figure out the weirdest shit
compiled sprites, software pipelining, incremental rendering...
Looking for people to chat about multicopters, coding, music. skype: gtsiros
...for such an ugly game.
Better than an alt-right fag like you.
You people keep trying to make that a buzzword, but the alternative to "alt-right" is RINO (the corrupt fuckers you all complain about.)
You can put as many advanced techniques as you want but if the lighting is not physically based and hence as unrealistic as it is in Doom 2016, you're severely hamstringing yourself in terms of creating realism and immersion.
I've been Playing Doom at 1440p with maxed out settings on a three year old graphics card and consistently getting over 100 frames per second. I was lucky to keep it running a solid 60 FPS at those settings before the Vulkan patch. Seems like upgrading to 4K gaming will be happening sooner than I thought it would so long as more studios are able to replicate the success of Doom rendering via Vulkan.
Moribund artificially sustained tech, big fat evil hardware and software money lusting forces. How long until men recognize the utter superiority of the octree based work of Donald J. Meagher: http://goo.gl/sdjXVG
Bruce R. Dell's voxel rasterizer is a rediscovery of Meagher's late '70s early '80s discoveries. He had the idea of combining division hungry perspective projection with division free orthographic projection when the difference is negligible enough (e.g., not representable on a certain pixel grid): https://www.google.com/patents/WO2014043735A1
Boundary representation should have died 25 years ago. But you love making NVIDIA, bad researchers, Carmack and such rich.
The same holds for VR goggles, they are a perpetual failure that can only make you sick, dumb, debased and worthy of death when looked at. Dell's Holoverse is way better.
He never was any good at it to begin with, considering what other game devs had accomplished back then.
Who? Specific examples, please.
So dark you can see jack shit. You can even compare it with old 1992 Doom because they included parts of its levels in easter eggs. They're so bright that you can actually see where you're going. And among 1992 games original Doom was pretty dark. If things will keep going like that then soon we'll have to be satisfied with game presenting us a black screen and calling it a day. Rendering black screen can be implemented to be blazing fast too!
Just look at what LGS guys did back then. Ultima Underworld had dynamic lighting, physics and real 3D POV, but it wasn't an ego shooter, so not many seem to have noticed.
UU was indeed impressive... until Doom was released, which happened less than a year later.
To this day I can't believe there's people trying to downplay Carmack's contribution to 3D development and gaming in general.
Downplaying? No, I'm just pointing out that most of the fame comes from the gameplay, which is quite simplistic, but apparently effective, not outstanding engine tech. What Mahk et al. did on Thief, for example, *was* outstanding in both ways.
And what good did they do? Is the world really gonna miss another 30 bad Quake III Arena CTF/DM knock offs?
To me the ID Tech engines being GPLed was a perfect example of how the "blessed trinity" of GPL, selling support, selling hardware, or eBegging, simply do not work for the vast majority of software and thus under GPL they simply would not exist. These engines have been GPLed for years....so where is the GPLed game on the level of Bioshock? Hell can you show me one even up to the level of Far Cry which was released in 2003?
They don't exist because of the simple fact that the blessed trinity does not work for the majority of software and therefor wouldn't exist because the trinity wouldn't allow them to be funded. this is why you have no GPLed programs that can compete on features and UI with the version of Photoshop from a decade ago, or a Quicken/Quickbooks replacement that can even do a twentieth of what they can, why your camera software and screen capture software is so primitive and buggy, its because these and literally thousands of other pieces of software one can take for granted on proprietary systems simply cannot exist under GPL because of the trinity model simply not working out of the server and embedded space.
So you can give up on getting anything the quality of a triple A title, despite the game engines being handed over for free, and Linux desktops will always be far behind the curve compared to Apple and MSFT, the blessed trinity simply will not allow the funding of these to occur so all you get is a billion cheap Q III knock offs because all they have to do is reskin it and make some maps...its sad but as long as the majority of software cannot be written under GPL and still allow the devs to pay their bills? Its simply never gonna get any better.
This is why I've argued for years that "the source is free, distribution is not" should be the de facto model for software, but its been made abundantly clear that the community doesn't care how poor a quality or lack of variety they get in software as long as they don't have to pay for it, but what has it gotten you? MSFT puts out 3 stinkers in a row and you gain not a single point and the quality of software isn't any better or any closer to feature parity than it was a decade ago. And it will stay this way as long as the GPL insures that the majority of software simply cannot be written while keeping the devs from starving.
ACs don't waste your time replying, your posts are never seen by me.
Edge of technology. Marvelous details. And all in vivid shades of dark brown. Yay!
I hadn't the slightest objection to his spending his time planning massacres for the bourgeoisie... (P.G. Wodehouse)
Correction: the model does not work for developers who want to keep their source closed (which most commercial ones do).
There are a number of GPL success stories like Blender, which is a very powerful product, widely used, and still in active development.
Well you guys objected when we called you nazi scum, so we had to think up a new name...
Who the hell has seriously thought AAA video games could come out of open source volunteers and the only barrier was the engine? Sounds like arguing with idiots or a strawman. The difficult part with producing modern large games has for a long time been the art resources. The games that cost millions of dollars to produce spend most of that money on an army of artists and a very small number of engine programmers. Similarly some solid open source engines have popped up on their own from hobby programmers, as the engine, while somewhat difficult, is not the resource intensive part of a game. Open source engines are useful for simpler, free games that don't need a lot of art and where the engine would otherwise be the main barrier, and for helping small game businesses start up that can afford a couple artists but not multiple programmers.
This is true for some software, but not all. Not all types of software are equal. Games take a lot of money and people to produce. It is unlikely that "free" software will succeed in that area. However for IMPORTANT software, the GPL works because there is some funding available. There is one saving grace here: digital computers are not going to improve at the same rate they have in the past. The AAA titles you play now will be very similar to the ones you play 10 years from now, simply because processor speed isn't increasing at a high rate.
However for IMPORTANT software
Is there software more important than games? I can't imagine what it could be.
I'm a Linux sysadmin, and I don't think that trinity you described really even works for server software. The software I deal with might be open, free, and good enough for their intended purpose, but they all have problems - and no pressure from competition or sales to improve. In my opinion, "smart people" in IT prop up free software more than they should. Nobody should just settle on "well Apache's good enough". Apache is Apache, and it can stay that way, but I want more competition and who's going to compete with free, decent software?
Yeah, but Apache was based on NCSA HTTP server, which was limited to non-commercial use unless you purchased a commercial license from U of Illinois.
Apache is a good example of open source improving on a commercial product.
Mahk is that you? Shut the fuck up already.
It wouldn't be complete without including the time and resources taken by Denuvo malware.
Twitter supports and protects racists - by smearing their critics with the "Hate Speech" label.
Well you guys objected when we called you nazi scum, so we had to think up a new name...
National SOCIALIST WORKER PARTY is right wing now? All regimes with NAZI tactics and behaviours so far in the past have been socialist. Are you confusing fascists (Italian) with the NAZI? The latter grew out of the union movement and first met in gay bars. Hitler was being given female hormones by his doctor.
Jesus was a compassionate social conservative who called individuals to sin no more.
Cry me a river, Romero!
http://depthy.me/#/ip/Dtd020i
It seems that you assume that the only value of these releases would be the creation of new games with them.
I see two valuable things to come out of this, regardless of them not being used for any significant new games:
See subject: This site's become LOADED w/ these little asswipe troll types - they need a GOOD fucking punch in the head: Pack of "emo-nintendo" milksops that obviously have had their heads kicked in before in the "real world" but online? They're little smartasses & "ne'er-do-wells" that think they're clever is all (when they're tremendous wastes of life & their own parents time & monies).
* You're absolutely correct & do NOT let any of these little fucks tell you differently!
APK
P.S.=> I've had my share of these little fucks feeding me shit but my FAVORITE thing to do to them? Show me YOU can do BETTER (hasn't happened to this very day) - & in this case, some of the criticism directed Mr. Carmack's way (the only person I ever spoke to here using a registered account in fact)? Unbelievable - he's done more w/ his career in the art & science of computing than anyone here has that I am aware of (well, maybe Steve Wozniak, also a member here can say the same also)... apk
The hardest and most expensive part of making a AAA-level game isn't the engine, it's the art assets and (to a slightly lesser extent) the gameplay code.
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