IMO, Id Tech 8 puts all other engines to shame - At least on PC

Tech engines that look great and run great right now in no particular order:

  • ID Tech 8 (Doom TDA)
  • Decima (Death Stranding 2)
  • Forzatech (Forza Horizion 5)
  • IW Engine (Call of Duty BO6)
  • Snowdrop (Avatar: Frontiers of Pandora)
  • Anvil (Assassin's Creed Shadows)
  • Dragon Engine (Virtua Fighter VI)
  • Frostbite (Battlefield VI)
  • Insomniac Engine (Marvel's Spider-Man 2)
  • CryEngine (Kingdom Come Deliverance II)
 
It's also called artstyle :D
Just look at Indiana Jones, looks much more realistic especially with pathtracing on, materials look amazing and skin loots alot better (same in Cyberpunk).
Nah indiana also looked kinda clay like..
 
Not to mention the absurdly fast loading times that have made many people ask themselves why do they even have loading screens at all...
 
Wish next Bethesda rpg have them.
Each engine suits their needs better when their very focused, so I don't think IdTech would suit the enormous amount of persistence and simulations that Bethesda engine does.

Actually the problem with Unreal is that it's trying to do too much, it wants everyone in and because of that their tools can't be properly optimized for specific types of games like IdTech which is basically a first person master piece of a tool.
 
It doesn't look impressive at all. Really am not a fan how everything looks oversized, geometry detail is mediocre and up close textures are nowhere near what other games have.
 
Completely disagree. It looks amazing when fully maxed out (on PC).
Now put it side by side with something like Wukong or even Assassin's Creed Shadows.....
IdTech games have no virtualized geometry and the RTGI is so heavily scaled back that a lot of the oomph is lost in the process which is also a big part of why it runs so well....
All a question of the target fidelity and framerate
 
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Actually a good take.

With Halo being a competitive shooter, a stutter free and stable FPS is basically key and IDTech does provide that, but one big thing regarding that is would it support something like Forge? That's what worries me with the next Halo on UE, is that will it support Forge like Halo Infinite currently does? Because Forge is probably one of the greatest things that has happened in gaming for users.

The issue is that, it all depends on the optimization. UE games can be stutter free, if they're optimized well, but this industry has got to a point where the word "optimization" has been removed from their vocabulary and no one knows what it is.
Lol fortnite is literally the biggest competitive shooter of all time with 25 million players a day and it uses ue5 without any stutters or drops from 60 fps.
 
Runs great, absolutely. 100 %.

But it looks like a PS4 Pro game. You must have lived in a barrell if you think the new Doom looks "amazing".
 
I'm very impressed with how great Id Tech 8 runs on my PC, even fully maxed out. It looks beautiful (RT GI and reflections), runs great (4k at over 90 fps with DLSS super resolution on a 5070ti), is completely stutter free, has impressive physics and tons of destructible objects, loads instantly, and has seemingly perfect frame pacing.
Well duh, its barely pushing any boundaries with its small scale levels and limited scope - good luck trying to do anything more open world with it.
The reason UE5 stutters has to do with PC architectural problems and OS deficits. Why do you think those stutter problems dont happen on far weaker consoles?

It's so far above things like Unreal 5, it's not even funny.
The exact opposite is true, UE5 is way beyond anything id tech 8 does, which is why so many studios switch to it.
Using "id8 runs better on my PC = good engine" is absolutely laughable and demonstrates some serious tech illiteraty.

I honestly don't understand why Id doesn't license it out to other companies (other than Machine Games).
Even if id8 was licenceable, it would be completely useless to most studios, as the type of games you can do with it is limited.
But studios switch to UE5 not just due to better tech, its also becasue UE has one of the best toolsets in the industry.
Anything that helps game development to be faster, cheaper and more efficent is good, and thats why even CD Project Red switched to it.

So of course you dont understand, becasue you´re being an ignorant who only cares about his own perspective!
 
Nah, Im waiting for tech wizards like Rockstar, Guerilla Games and Naughty Dog to release their next gen only games. Those are the industry titans that have proprietary engines that put others to shame. Even Unreal Engine could look the best in the right hands. Doom looks good though, but its got a long way to go before I put iD on that level.
 
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Great games can still have performance issues.
Clair Obscur is pretty solid performance wise though. Plus I think it would be fair to say that without UE5 it wouldn't exist in the form it released in.
Robocop had some issues (upscaling with FSR looked like shit) but again I don't think it could have existed looking as good as it does without UE5.
 
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Clair Obscur is pretty solid performance wise though. Plus I think it would be fair to say that without UE5 it wouldn't exist in the form it released in.
Robocop had some issues (upscaling with FSR looked like shit) but again I don't think it could have existed looking as good as it does without UE5.
Good points, but personally I'd take game that looks worse but doesn't stutter at all though, I hate it. It really broke the immersion in Silent Hill 2 for example, to the point where I ditched my play through.

Not got to Clair yet, but did breifly see a performance video highlighting the usual (although not that bad) UE5 traversal stutter.
 
Good points, but personally I'd take game that looks worse but doesn't stutter at all though, I hate it. It really broke the immersion in Silent Hill 2 for example, to the point where I ditched my play through.

Not got to Clair yet, but did breifly see a performance video highlighting the usual (although not that bad) UE5 traversal stutter.
Yeah its barely noticeable in Clair. Traversal stutter rarely bothers me as it occurs during, well, traversal when usually nothing is going on. Shader stutter on the other hand is usually right at the moment something cool is happening, and also when input and visual response to input is needed.
 
It's a good engine, id, even without Carmack, know what they're doing.

But I also want to give a shoutout to Ubisoft. You can hate the company for many reasons, but their in-house tech is neat., imho.
 
Yes. Just perfect. No stutter, no loading, no shader caching

And all lighning is 100% dynamic. Hit a torch and watch the room change color
 
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