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  1. id Tech 6 est la 6 e version du moteur de jeu d'id software, sortie sept ans après l'id Tech 5 [1]. Doom (2016) est le premier jeu utilisant l'id Tech 6, dévoilé à la QuakeCon 2014 [2], [3]. Il s'agit de la dernière version dont la programmation a été dirigée par John Carmack [réf. nécessaire], qui désormais ne travaille plus chez Id ...

    • id Software
    • Moteur de jeu
    • C++
  2. Sep 1, 2015 · Pre-order DOOM today! http://doom.com/en-us/preorderBeneath the brutal and bloody combat in DOOM is a powerful new engine. We got the inside scoop on id Tech...

    • 2 min
    • 82.2K
    • Bethesda Softworks
    • Opaque Forward Passes
    • Deferred Pass
    • Transparency Pass
    • Asynchronous Post-Process

    Megatexture update

    As in id Tech 5, texturing is accomplished through use of virtual textures, 16000x8000 atlases of 128x128 tiles which are cached based on visibility. Textures are moved in and out of the atlas when necessary, though this is still accomplished in a mostly reactive, rather than predictive, nature, resulting in occasional visibility of texture popup. This is cited by id Software's programmers as room for future engineering improvement. The use of megatextures means that each area looks unique, a...

    Shadow caching

    Dynamic shadows are aggressively cached by the engine, using results computed in previous frames and retaining them in a megatextureatlas. If the lighting of an area has not changed when it needs to be rendered again (for example, no dynamic elements such as actors have moved into or out of it), then the previous shadow map is retained. Static elements can also be independently retained while shadows cast by moving dynamic geometry are recomputed over them. The shadow cache is an 8000x8000 32...

    Depth pre-pass

    Opaque meshes, including static and dynamic scene geometry, as well as the player's weapon, are rendered to the depth buffer to obtain z information. At this time, the engine also computes a velocity map using the difference in vertex positions of dynamic objects from the previous frame, the result being a colored texture representing the motion of objects in the scene relative to the player in horizontal and vertical directions. This is later used to accomplish temporal screen-space antialia...

    In the deferred pass, various screen-space effects are computed. The first of these is screen space ambient occlusion (SSAO), a technique which darkens colors around seams and avoids artifacts from occluded geometry. Screen-space reflections (SSR) are then computed, using a combination of the depth buffer, normals, specular map, and the previous re...

    In the transparency pass, particle lighting is computed, various visual effects are rendered, and glass surfaces are rendered. Particle lighting is decoupled from other elements due to the large number of possible particle effects per scene. Lighting for particles is computed independent from screen resolution, with adaptation to LOD. Computed part...

    Post-process effects are computed asynchronously and can overlap with elements of the opaque pass since the former rarely uses compute shaders. If a depth-of-field effect is active, it will be computed first. A near-field and far-field image are created, using disk blur at half resolution to accomplish a proper bokeh effect. Temporal anti-aliasing ...

  3. en.wikipedia.org › wiki › Id_Techid Tech - Wikipedia

    Development of the renderer is led by Tiago Sousa, who had previously worked on CryEngine, following previous technical director John Carmack's resignation in 2013. id Tech 6 was also used in Wolfenstein II: The New Colossus (2017), and Wolfenstein: Youngblood (2019) again by MachineGames.

  4. Feb 24, 2016 · One of the points is the introduction of the new idTech 6, which powers the shooter. idTech is completely built in house with the help of id veteran and Chief Technology Officer Robert Duffy. Among some people, who work on this technology, are some people from Crytek.

  5. The sixth version in the id Tech engines developed by id Software, know internally as "id Tech 666".

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  7. Aug 9, 2016 · At a recent panel during this week’s Quakecon event, some of id’s top technical team came together to talk about how the studio continues to maintain its reputation for incredible graphics with id Tech 6, the studio’s latest game engine that was used to create the newest Doom.

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