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Creating Doom: The Dark Ages - ray tracing, load times and optimisation in id Tech 8


John Linneman interviews id Software's director of engine technology Billy Khan about the tech of Doom: The Dark Ages.

It's rare for developers to share so much behind-the-scenes footage in a public forum, with id providing some fascinating insight into how they managed to balance the classic need for excellent performance with graphical fidelity, while also adding in the physics-based interactions and larger levels that set The Dark Ages apart from its predecessors. From a feature standpoint, we want to provide more feedback to the player and make the Slayer feel really powerful, even more so than in Eternal or 2016, so we added more immersive gore and world destruction. Watch on YouTube Aside from some foliage here and there, The Dark Ages does a fantastic job masking any kind of level-of-detail (LOD) transitions, despite the open maps and long view distances.

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