Doom id Tech

Discussion in 'Gaming' started by wooleeheron, Apr 21, 2018.

  1. wooleeheron

    wooleeheron Brain Damaged Lifetime Supporter

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    This video contains a technical breakdown of the newest Doom video game by id studios.

    By all accounts, this version of Doom finally fulfills the 24 year old promise to eventually port all the addictive fun and amazing artwork of the original game into a fully 3D engine, but that was no easy task, which is why it took so long. Bethesda publishers bought id studios years ago, and when id presented them with the original version of this current installment of the game, Bethesda hated it so much they made them rebuild the entire game and engine from scratch. That was the best decision they could have made, because they rebuilt the entire game with a vengeance, using some of the most talented people in the industry today to produce a modern masterpiece that, everyone agrees, in spite of all the gore and horror, is more fun than a barrel full of monkeys, just like the original.

    Once in a blue moon a video game studio produces a game that breaks new ground both technically and artistically, helping to redefine modern video games, and this version of Doom is the latest to do so, with the original Doom being able to run on any computer at the time and providing the best graphics on the market. Being a corridor shooter, the graphics and mechanics they have developed will likely become new standards used in countless other video games, because they are designed to efficiently produce the most eye candy possible, at the highest frame rates possible. For example, the id tech 6 engine favors rendering the geometry pipeline before textures, which was a new idea at the time for reducing latencies, but the animations they are using are also of significant interest for their balance between realism and the ability to render them quickly.

    On a PC, people routinely get well over 200 frames per second with this game, because the engine is that fast, making it an ideal candidate for VR and ray tracing. Precisely because the engine is so fast, the studio can more easily develop all the rudimentary types of motion that the engine can support, but getting around in VR is something else altogether as this video illustrates, and could require many years before people figure out all the basics and make the experience more fluid and seamless.

    Very likely, a new Quake game is next and will expand on all the lessons they learned, including how to move around in VR. Among other things, VR lends itself to 4k resolutions, 90+ frame rates, and bullet-time cut-scenes to blend all the movement and action together, making games like the Call of Duty series of interest as well for their experience with rendering cinematic cut-scenes and easy to learn controls in a corridor shooter.

     
    Last edited: Apr 21, 2018

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