Truth was said on that dayLIMITING THE AMOUNT OF SHADERS...
HEARD THAT @ EVERY FUCKING UE4/5 DEV IN EXISTENCE!? STOP MAKING A NEW FUCKING SHADER FOR EVERY FUCKING TEXTURE YOU AAAASHOOOOOOLLES!
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sorry, but it had to be said...
It runs amazingly. Compare this to any of UE5 stutter-fest games.Barely if it even looks better than Eternal despite being nextgen only. id was always an industry leading developer, Doom 2016 was insane looking when it released. Eternal was even more advanced (on the same gen!) and now they released a nextgen only entry that I daresay 98% of people would believe is a crossgen game.
I think this interview really allowed me to appreciate all of what they did. It wasn't just pushing pixels. Physics engine, more enemies on screen, terrain destruction and reaction, getting Ray tracking working at 60fps even on a series S, etc.Barely if it even looks better than Eternal despite being nextgen only. id was always an industry leading developer, Doom 2016 was insane looking when it released. Eternal was even more advanced (on the same gen!) and now they released a nextgen only entry that I daresay 98% of people would believe is a crossgen game.
It's a shame they did not leverage Pro RTRT features more. Considering how RTRT-heavy the engine is, it should be running spectacularly on Pro.I think this interview really allowed me to appreciate all of what they did. It wasn't just pushing pixels. Physics engine, more enemies on screen, terrain destruction and reaction, getting Ray tracking working at 60fps even on a series S, etc.
Eternal does definitely look better at first glance, but the tech going on at play here is astounding.
I think with a patch or two they can make the consoles sing better.
I also like in the future they want to get path tracing working on everything. That'll be amazing.
RTRT?It's a shame they did not leverage Pro RTRT features more. Considering how RTRT-heavy the engine is, it should be running spectacularly on Pro.
Ray tracing Ray tracing. Double the rays, double the tracing.RTRT?
Barely if it even looks better than Eternal despite being nextgen only. id was always an industry leading developer, Doom 2016 was insane looking when it released. Eternal was even more advanced (on the same gen!) and now they released a nextgen only entry that I daresay 98% of people would believe is a crossgen game.
1. It takes way more than saying "hey here's our engine, just give us 5% of your sales and use it as you wish", because they'd need support, documentation, probably better tools for more generic use, etc.1) They should license the fuck out of this engine, give UE some real competition
2) Forced RT was a mistake
Da fuq? Then they should use their eyes lol.Barely if it even looks better than Eternal despite being nextgen only. id was always an industry leading developer, Doom 2016 was insane looking when it released. Eternal was even more advanced (on the same gen!) and now they released a nextgen only entry that I daresay 98% of people would believe is a crossgen game.
he mean, in terms of sales, it's mistake. As we see result, low player count.It was not, this is the best RT implementation I've seen ever this gen,
You can't really compare. Engines do different things. While Decima looks great, its not doing remotely the same thing as ID Tech 8. Death Stranding 2 will likely have amazing looking environments but you for the most part will be only thing in it. With something like Doom it will be the reverse. Decima might run at 5fps with 100 enemies on screen. This is why I am not fan of developers all using the same engine like Unreal because all engines are going to have areas its not good at.Probably a mega hot take, but i don't like their engine. I love how it runs, really well optimized, but when you look at the environment, its really outdated compared to, say, HFW, which also happens to be a much bigger game. Engines such as Decima are so damn far ahead its not even close. Wish this was the engine everyone used over the shitty UE5.
Just looking at the scale, destruction, and model upgrades, I'm not sure how anyone can claim it is not a good boost in fidelity.
It kinda was during the Quake 3 days.... good times.Such a shame that id Tech never became the industry standard. Such an incredible technology.
Just looking at the scale, destruction, and model upgrades, I'm not sure how anyone can claim it is not a good boost in fidelity.
Sure, the improvements on the CPU side are cool, no arguments there.there's no such thing as a "next gen" looking game anymore. you could port nearly every modern game to PS4 with barely a dent in graphics quality.
this entire console generation is a transitional one, not an actual direct evolution of last gen.
this generation is the start of raytracing becoming normal.
the issue being that currently you can't have RT at a quality that is truly eye-catching. you can on PC already, but only in very few games, and only on really high end GPUs, unless you like to play at sub 1080p or with framegen.
during this transition into RT based lighting, games will look barely better than last gen games with well made baked lighting (aka. Doom Eternal).
but what would have been impossible on last gen is the destruction and scope of the battles in Dark Ages. the unfathomably shitty jaguar CPUs wouldn't have been able to cope with that at 60fps, and iD always targets 60fps
It would probably look better in UE5 too thoughGame looks decent at best, of course it run better than ue5...
I'm not sure what we have to see in these pictures that you think look so good.Da fuq? Then they should use their eyes lol.
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This is a clear step above visually, but I can understand if people think it's not due to YouTube compression, it does ZERO justice to this game's visuals... Not to mention when there's any kind of destruction happening, this engine is a technical marvel and when you play this game you will clearly see it, unless you see old games with pink tinted glasses or something, there are comparisons, and this game makes Eternal look flat and dated.
Yes, that's my point, it would look better and run worse.It would probably look better in UE5 too though
It would probably look better in UE5 too though
I would say that a fast paced shooter like DOOM would be a shitty stutterfest with UE, not even talking about the framepacing.Game looks decent at best, of course it run better than ue5...
Ue5 stuttering is also more exagerated than people think, people would not be able to beat some of the hardest bosses in wukong if the stuttering made the game unplayable or even close to that.I would say that a fast paced shooter like DOOM would be a shitty stutterfest with UE, not even talking about the framepacing.
You instantly recognize that super smooth snappy feel of ID-Tech and Source-Engine compared to other engines.
Ray tracing Ray tracing. Double the rays, double the tracing.
Duh!
The 2 most common stuttering issues are shader compilation and traversal.Ue5 stuttering is also more exagerated than people think, people would not be able to beat some of the hardest bosses in wukong if the stuttering made the game unplayable or even close to that.
It also depends on how lucky you are
The move from baked/precalculated stuff to realtime is extremely expensive in terms of processing but the end result looks broadly similar. This speaks more to how good the baked stuff got but this is why you see a game today and are like why does it look like something that came out 10 years ago but the old game ran three times better.Also to contradict all these, there is GTA VI that shits on everything and looks like a PS6 game, compared to everything what we have currently. It's not released yet so we will see, but what they showed so far is crazy. Yes, 30 fps, but we are comparing it to RDR2 and the leap is clear.
And then there is Doom Eternal and Dark Ages, both 60 fps, but where is the leap?
Yeah, I understand, but my point is that maybe devs shouldn't have pushed RT yet.The move from baked/precalculated stuff to realtime is extremely expensive in terms of processing but the end result looks broadly similar. This speaks more to how good the baked stuff got but this is why you see a game today and are like why does it look like something that came out 10 years ago but the old game ran three times better.
I don't think it was too early, did people in 2010 expect games to run on gpus from 2003? First RT gpus came out in 2018. Imo the issue is the bang for RT performance. Sure Digital Foundry praises RT from instrinct value only, but for most it needs to improve visuals/game itself and not just "developer experience".Yeah, I understand, but my point is that maybe devs shouldn't have pushed RT yet.
They should have waited for when the hardware will be mature enough.
I don't like it when people try to gaslight those of us who don't bow down to the mighty RT gods and point out the non-existing visual advancements.
As far as I know the main point for why devs like it is that it should speed up the development because they don't have to render everything again when they change something.
Yet Dark Ages took more time to develop than Eternal.
Or maybe they see this as an investment for the future, I don't know.
But my point stands, it was too early for RT.
No, but if you put a 2003 and 2010 game next to each other, the difference is HUGE and you don't need a DF video to know that the 2010 game is much more advanced.I don't think it was too early, did people in 2010 expect games to run on gpus from 2003? First RT gpus came out in 2018. Imo the issue is the bang for RT performance. Sure Digital Foundry praises RT from instrinct value only, but for most it needs to improve visuals/game itself and not just "developer experience".
If you have to be taught why it looks impressive via a giant paragraph, they're doing it wrong. No one had to explain how to appreciate the graphics in Halo CE or Mario 64 or which crevice to look at the nuanced shadowing in.Da fuq? Then they should use their eyes lol.
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This is a clear step above visually, but I can understand if people think it's not due to YouTube compression, it does ZERO justice to this game's visuals... Not to mention when there's any kind of destruction happening, this engine is a technical marvel and when you play this game you will clearly see it, unless you see old games with pink tinted glasses or something, there are comparisons, and this game makes Eternal look flat and dated.
DF are retards. They would be impressed by cooking 1-minute rice in 59 seconds in a microwave.but this just doesn't impress me to the degree it does DF
I'm not sure what we have to see in these pictures that you think look so good.
After watching the comparison video linked in this very thread, I can see that there is some improvement in textures and models, but you can only see this if you play up close to a monitor.
My point is, that there is improvement, for sure. But on the visual side you can put this next to Eternal and most people would have no idea that there is a generation difference there.
There's a clear difference compared to Eternal, Eternal looks flat in comparison, there's nothing to explain that isn't self evident... Not to mention this is a dynamic lighting model that looks way better than a static one. Eternal is a clear generation behind compared with TDA specially having played both.If you have to be taught why it looks impressive via a giant paragraph, they're doing it wrong. No one had to explain how to appreciate the graphics in Halo CE or Mario 64 or which crevice to look at the nuanced shadowing in.
When at least half the people don't agree with something you consider "self evident", maybe it's time for a better descriptor. I would agree that yes, if you know where to look you can see shading techniques not possible in IT7, but when you're asking your customers for that much more processing power, it needs to hop off the screen to the point that even a casual layman can easily spot the difference. Otherwise they just should have baked it.There's a clear difference compared to Eternal, Eternal looks flat in comparison, there's nothing to explain that isn't self evident... Not to mention this is a dynamic lighting model that looks way better than a static one. Eternal is a clear generation behind compared with TDA specially having played both.
Yes, say no to unique shaders. After all, we all want this level of fidelity in 2025.LIMITING THE AMOUNT OF SHADERS...
HEARD THAT @ EVERY FUCKING UE4/5 DEV IN EXISTENCE!? STOP MAKING A NEW FUCKING SHADER FOR EVERY FUCKING TEXTURE YOU AAAASHOOOOOOLLES!
sorry, but it had to be said...
"just bake it" my god...When at least half the people don't agree with something you consider "self evident", maybe it's time for a better descriptor. I would agree that yes, if you know where to look you can see shading techniques not possible in IT7, but when you're asking your customers for that much more processing power, it needs to hop off the screen to the point that even a casual layman can easily spot the difference. Otherwise they just should have baked it.