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...
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.
sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
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
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.
Good luck with that..
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.
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.
.. presenting us a black screen and calling it a day.
I see what you did there. Nice!
-- Make America hate again!
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)
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.
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.
doom3's lighting was a pain.. It was nearly impossible to get decent looking lighting that didn't also kill performance...unless you were going for a dark scene. In many ways, the static lightmaps of the previous engines gave more realistic lighting and shadow, especially with later versions of the q3map compiler..
Looks good, but the geometry's fairly simple in that scene and there's only one or two light sources. Also, does that engine use a complete model like the OP I replied to suggested is needed?
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.
sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});