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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."

3 of 113 comments (clear)

  1. Re:Not really groundbraking by Anonymous Coward · · Score: 0, Insightful

    Cool story, gramps.

    Far cooler than anything you have had to say. Ever.

    Need someone to come over and reattach the onions to your belt?

    Need someone to come over and teach you how to shut the fuck up when the grownups are talking?

    Your manners are sorely lacking, you little twit.

    Yes, I am being rude on purpose. It's the only language little shitstains like you understand.

  2. Re:Not really groundbraking by blocked_lol · · Score: 5, Insightful

    I can't tell if you're complimenting the Doom 2016 programmers or trying to say this stuff is easy compared to Back In The Day.

    I *can* tell you that this stuff is not easy *at all*, and the fact that the game gets such good performance across such a wide range of hardware, while still maintaining a high level of visual fidelity on lower end machines, is impressive in its own right.

    That they put in the effort to write a Vulkan renderer is itself proof that they're trying to squeeze as much performance out as possible, and not just lazily relying on the hardware to make up for slow/lazy/incompetent programming.

  3. Re: I'm loving the Vulkan patch by Anonymous Coward · · Score: 2, Insightful

    What is bottom-tier about a high-end gtx 970 ?