Digital Foundry: Doom: The Dark Ages - The New idTech Engine Explained + Gameplay Impressions

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Or is it just one of Phil's balls in my throat?



We recently spent several hours playing Doom: The Dark Ages on a high-end PC (but NOT at max settings) and talking to the developers. What we have now is a much better appreciation of the technology, how idTech 8 improves over its predecessors - and what you should expect more generally from Doom: The Dark Ages. It's looking great!

00:00 - Intro
01:22 - Ray Tracing Works Wonders
02:33 - Amazing Physics
04:16 - id's Take on Nanite/Virtualized Geometry
06:15 - I Have a Lot to Say about Gameplay
14:28 - The Audio
17:21 - Final Nitpick and Wrap-up
 
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Bojji

Member
Thanks to RTGI we see return of destruction to games, AC Shadows and this. I like this trend!


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clarky

Gold Member
I'm not too enthused about this game but it's crazy how these custom (aka bespoke) engines all deliver way more features at much higher performance than UE5slop.
Yeah this is guaranteed to run like a champ. Look at KCD2 as well.

UE5 games on PC are almost an insta pass for me these days. Couldn't sit through Silent Hill despite me actually liking the core game.
 

ReasonBeing

Member
Very excited for this game after skipping Doom Eternal (just wasn't my jam). Great looking technology and great looking mechanics, I think I will enjoy the removal of "glory kills".
 

Mister Wolf

Member
More RTGI FTW. By end of generation games that won't have this will be pointed as being low tech. By next gen it will have to be default.

I wonder why Unreal didn't just go the same route as Id and make Lumen only work on GPUs that support hardware RT acceleration. Id's solution seems far more stable.
 

kevboard

Member
I wonder why Unreal didn't just go the same route as Id and make Lumen only work on GPUs that support hardware RT acceleration. Id's solution seems far more stable.

iD Tech's RT is not only higher quality but also runs significantly faster... which is kinda insane.

UE5's software Lumen basically exists because the engine has to be a jack of all traits, which is also why nothing really runs well with it unless massively customised by the devs.
it's all designed around streamlining development not around quality or performance. as long as you can make an easy port to non-RT Accelerated hardware it was good enough for them.

the Devs of The Finals, which has nearly fully destructable environments, for example didn't use Lumen due to how shit it is. and instead implemented their own voxel based real time GI that looks and runs way better than Lumen
 
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Thebonehead

Gold Member
Doom gloryholes are glorious. Although the last thing you'd want is a Cacodemon on the other side.

On the other hand that'd be the best date I've had this year.
 
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viveks86

Member
I wonder why Unreal didn't just go the same route as Id and make Lumen only work on GPUs that support hardware RT acceleration. Id's solution seems far more stable.
Initial versions of Lumen were so heavy that base consoles couldn't even handle hardware RT. With 5.5, it theoretically can, but it remains to be seen if it's viable. And I believe Epic had goals of making lumen even available on mobile phones (no idea if that ever materialized)
 

Skifi28

Member
The tech sounds insane and I'm really interested to see how well it works on console, but unfortunately the gameplay is doing nothing for me. Large open levels, Big neon orbs released from attacks, glowing pink markers on enemies and first person parrying with a shield is not the kind of Doom I had in mind.
 

Buggy Loop

Gold Member
I wonder why Unreal didn't just go the same route as Id and make Lumen only work on GPUs that support hardware RT acceleration. Id's solution seems far more stable.

UE5 in the end is full of compromises

Nanite is a variation of mesh shaders but not a full one, still hybrid, does decompression on CPU and has software fallback

Lumen is somehow barely above SVOGI and manages to be heavy on GPU for software RT.

ID sacrifices sales with pre-RTX GPU owners but really, at one point you have to pull on the bandage.
 



We recently spent several hours playing Doom: The Dark Ages on a high-end PC (but NOT at max settings) and talking to the developers. What we have now is a much better appreciation of the technology, how idTech 8 improves over its predecessors - and what you should expect more generally from Doom: The Dark Ages. It's looking great!

00:00 - Intro
01:22 - Ray Tracing Works Wonders
02:33 - Amazing Physics
04:16 - id's Take on Nanite/Virtualized Geometry
06:15 - I Have a Lot to Say about Gameplay
14:28 - The Audio
17:21 - Final Nitpick and Wrap-up

I agree with everything he's said in this video.

The glowing balls are too garish/bright and should be toned down. Ruins the overall aesthetic of the game tbh.

The music seems to be lost in the gameplay demo.
 
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intbal

Member
John says the dragon sections remind him of Titanfall.
To me it looks like a 1:1 clone of Divinity 2. And that would be a very good thing.
 
The HUD and the absurd colors are so obnoxious and at odds with the environments, it's baffling. I'm sure it's good tech-wise but the more I see of this game, the more it looks like ass to me.
The HUD I don't mind and I'm sure we can adjust it like prev Doom games.

It's just these weird glowing balls and bright colours which looks awful.

Doom 2016 and Eternal looked aesthetically much better.
 
Fantastic.

Why the fuck are they using UE5 for the next Halo??????
Easier to license most likely and more people know how to use it compared to Id Tech, also their main focus is more content; cosmetics, maps, weapons, etc. especially after the SlipSpace engine disaster. They need something that will lower dev cost and time... Therefore we get the overused bloat-engine.
 

Kataploom

Gold Member
This looks incredible, this is what an actual 9th gen game looks like.

Also, regarding that other thread asking if RT is actually useful, I'd say this game and Indiana Jones show how useful it is when devs build their engine around it and not just put it on top as a sticker just to check a box.

The destruction is amazing, no wonder why they picked RT instead of basic raycasting for projectile trajectory and destruction calculations, it basically takes per pixel (not exactly but mind you) material properties where it hits and decides how it should be destroyed in that segment (raycasting detects whole object collider and it would be more expensive to build a new system based on it).

Brilliant.
 
The HUD I don't mind and I'm sure we can adjust it like prev Doom games.

It's just these weird glowing balls and bright colours which looks awful.

Doom 2016 and Eternal looked aesthetically much better.
It was a bit of a catch-all paragraph for all the neon eye-cancer going on in general. It's like too dull and too garish meet and it looks ugly as hell to me overall.
 

Shodai

Member
Wondering the same, maybe it was just an early statement and they might migrate to IdTech considering Halo is a FPS, which the engine fits amazingly well.
There is a tremendous amount of work and opportunity cost associated with supporting customers, internal or external. You don’t just throw code over a fence.
 

rofif

Can’t Git Gud
Not feeling it. not at all.
Gameplay is not impressing me.

And graphics are VERY not impressing me.
RT or not, it looks like a last gen game. (or even 2016 looked more impressive in some way)

Looks like a non existent mobile game ad or a fake game from a tv show. It kinda got no style at all?
And tech wise, yeah I saw that "wow it gets dark under the planks"... don't care. Looks last gen and kinda flat
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Kataploom

Gold Member
Are so many people having problems with saturated colors in this game? I'm LOVING them since Doom 2016, that alongside the very game-y sound effects and the heavy gameplay focus basically transports me to back in the day when I played Duke Nukem on N64, this is really something that keeps me engaged to these games.

There is a tremendous amount of work and opportunity cost associated with supporting customers, internal or external. You don’t just throw code over a fence.
But they can still work on Halo using it and it would help a lot in that development and to build the public business infrastructure.

BTW, this makes me think that maybe general purpose engines are not the future but those aiming to specific genres like it was before, games complexity has grown too much to trust in a god engine, see how is UE struggling to keep on par with engines like IdTech, Decima, CryEngine and even Ubisoft engine in terms of performance, which ultimately affects player experience, and they're well beyond in terms of pipeline streamlining because their focus is to make a god engine that works for everything and everyone.
 
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