Creating Doom: The Dark Ages - ray tracing, load times and optimisation in id Tech 8
Five years on from the release of Doom Eternal, Doom: The Dark Ages heralds the arrival of id Tech 8 and a (demonic) host of technological innovation for both consoles and PC. We spoke with id Software's director of engine technology, Billy Khan, to find out how it was built. Along the way, we discussed ray tracing, shader compilation and traversal stutter and the engine's new features, amongst other topics. Read more
.jpg?width=1920&height=1920&fit=bounds&quality=70&format=jpg&auto=webp#)
.jpg?width=1920&height=1920&fit=bounds&quality=70&format=jpg&auto=webp)
Five years on from the release of Doom Eternal, Doom: The Dark Ages heralds the arrival of id Tech 8 and a (demonic) host of technological innovation for both consoles and PC. We spoke with id Software's director of engine technology, Billy Khan, to find out how it was built. Along the way, we discussed ray tracing, shader compilation and traversal stutter and the engine's new features, amongst other topics.