Seriously, I LOVED this new Doom. Best FPS I've played since Half-Life 2. So polished, and straight up FUN. Incredible level design, rewarding secrets for the min/max people, plenty of player upgrades for the role playing people, and copious amounts of straight insane combat for the action crowd. As far as I'm concerned, this game is perfect. Multiplayer is a different discussion.
It's a shame it's DRMed with Denuvo trash, and doesn't work in Wine because of that (of course they could release it for Linux and DRM-free to begin with, but it's probably too much to expect from today's Bethesda / id).<p>I'd rather wait for Shadow Warrior 2 (upcoming native DRM-free Linux release).
The source list includes this nice presentation:<p><a href="http://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf" rel="nofollow">http://advances.realtimerendering.com/s2016/Siggraph2016_idT...</a><p>It's cool how it's presented so openly, like a scientific project.
If you use Nvidia Nsight you can see this exact same stuff happening every frame. Pretty nice tool to use if you ever wonder whats going on in your gpu every frame. We use it frequently for our simulation work.
I wonder if he was able to do this analysis with the original binary, or that he used the very recent (2 days ago) crack that removes the denuvo "anti-tamper" system.
I'm a noob regarding 3D engines/hardware and have a question: Why haven't we moved engines to the 3D hardware?<p>Like, why can't we have a high-level engine running on the GPU itself, updated through drivers, and just feed it a monolithic file containing the game level's entire geometry, for example?<p>So that developers can say, here's the world, here's the textures, here is the models for monster A, monster B..and then just update each model's location and the camera position every frame?
The id tech5 engine for rage was already very impressive and ran extremely well on my mediocre machine, while still looking beautiful. Felt like my computer suddenly was twice as capable.<p>I wonder why the article mentions this: "Unlike most Windows games released these days, DOOM doesn’t use Direct3D.".<p>Implementing Direct3d today seems a waste of development time to me and a useless self-restriction to a platform. Why would anyone do that? Is there a source that compares release titles of direct3d games vs opengl/vulkan on windows?
Doesn't this kind of breakdown make the explanation more complicated? Maybe it's my idiotic brain but I think of everything in terms of that one scene and can't extrapolate the Information to various scenarios.
Oh wow, I had no idea id had another hit on their hands. I just finished reading "Masters of Doom" and was craving some of the classic doom gaming experience that I had growing up.