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."
Is he too old to program now?
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.
Slashdot, for gaming news I already read on HardOCP yesterday.
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.
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.
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!
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)
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.
http://depthy.me/#/ip/Dtd020i
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