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Doom dark ages will not only use ray tracing for visuals but for gameplay

Buggy Loop

Gold Member
First time I see this being used the way they will be


"We also took the idea of ray tracing, not only to use it for visuals but also gameplay," Director of Engine Technology at id Software, Billy Khan, explains. "We can leverage it for things we haven't been able to do in the past, which is giving accurate hit detection. [In DOOM: The Dark Ages], we have complex materials, shaders, and surfaces."

"So when you fire your weapon, the heat detection would be able to tell if you're hitting a pixel that is leather sitting next to a pixel that is metal," Billy continues. "Before ray tracing, we couldn't distinguish between two pixels very easily, and we would pick one or the other because the materials were too complex. Ray tracing can do this on a per-pixel basis and showcase if you're hitting metal or even something that's fur. It makes the game more immersive, and you get that direct feedback as the player."

I think what this means is its removing the old ray-casting method with manually placed hitboxes and just uses the model geometry + materials. The ray will return the information that you've hit it and what the material. Probably a lot less complex to pull also than an artist making accurate hitboxes (99% of games have super simplified ones that don't even match the geometry).

Kinda neat.

I imagine like Indiana Jones that Doom Dark ages will require RT hardware. Or that even if there's a rasterized version without the eye candies, that the ray traced hitbox will remain. To be seen.
 
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amigastar

Gold Member
Sounds really awesome, actually.
The destruction of the enemies in Doom Eternal was one of my fav things and is the reason why i don't play Doom 2016 anymore, not enough desintegration.
 

MiguelItUp

Member
My must have this year, cannot wait for this week. I hope we get everything we need to know about it. Ton's of gameplay, a release date, and a collector's edition reveal. Give it to me, lmao.
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
We talk about good devs and bad devs, optimisation and all the rest of it, but id devs aren't even low enough to be in the conversation. They're on some Mount Olympus pantheon shit while the peasants throw rocks at each other down below.
They way Eternal runs on my laptop's GTX 1060 is something the next generations should study as an example of great videogame optimization.
 

Xdrive05

Member
What makes it "Okay" to force an expensive technique like RT in a twitch shooter (where framerate and low input latency matters more than all other genres), is the fact that it will have to be performant on consoles, even the Series S.

If Series S can run this at 60fps with RT, then basically any modern $200+ GPU will as well.

I'm still highly skeptical about frame gen with this one. That's going to feel like ass unless your base framerate is already triple digits to begin with.
 

Buggy Loop

Gold Member
If only more games were made with id Tech and not with that Unreal Engine shit. :lollipop_pensive:

The most puzzling thing is Microsoft who now owns the engine by owning the studio, is moving Halo team to fucking UE5

Doc Brown GIF by Back to the Future Trilogy


They have ID tech, they have also Forza tech which is used in Forza (duh), MSFS and Fable which already looks amazing

Why UE5?
 

Dacvak

No one shall be brought before our LORD David Bowie without the true and secret knowledge of the Photoshop. For in that time, so shall He appear.
I wonder if we’ll see a “Switch 2 impossible port” of this
 

Fabieter

Member
Hope for a release date soon. I like fix release dates in advance too allocate my time and money. This year there is not much known so far.
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
A few guesses:

1) for some reason, id still owns the engine? I doubt it's the case, so moving on...
2) tons of UE5 devs on the market, probably not many with id Tech experience. Still, they could invest by educating those devs into using id Tech which in turn could end up being a net positive for them. So we move onto number 3...
3) sheer retardation.
 
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Crayon

Member
What makes it "Okay" to force an expensive technique like RT in a twitch shooter (where framerate and low input latency matters more than all other genres), is the fact that it will have to be performant on consoles, even the Series S.

If Series S can run this at 60fps with RT, then basically any modern $200+ GPU will as well.

I'm still highly skeptical about frame gen with this one. That's going to feel like ass unless your base framerate is already triple digits to begin with.

In all likelihood it's a very light rt workload.
 

Buggy Loop

Gold Member
A few guesses:

1) for some reason, id still owns the engine? I doubt it's the case, so moving on...

But they own ID... anyway

2) tons of UE5 devs on the market, orobably not many with id Tech experience. Still, they could invest by educating those devs into using id Tech which in turn could end up being a net positive for them. So we move onto number 3...

This is most likely

And this is the problem with UE5

The engine is not the problem, its the ecosystem. It allows studios to offload labour to cheap countries, or hire junior devs, because the documentation and support found online for UE is just unbeatable. But that's the problem, by having cheap labour countries and juniors working on your game, you end up with all kinds of fuckups in optimization.

3) sheer retardation.

So 343 industries studio, checks out.
 
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Soodanim

Gold Member
What makes it "Okay" to force an expensive technique like RT in a twitch shooter (where framerate and low input latency matters more than all other genres), is the fact that it will have to be performant on consoles, even the Series S.

If Series S can run this at 60fps with RT, then basically any modern $200+ GPU will as well.

I'm still highly skeptical about frame gen with this one. That's going to feel like ass unless your base framerate is already triple digits to begin with.
I'm guessing that RT lights can be disabled while RT gameplay stuff will always be active. RT gameplay stuff will be far less intensive, only running on demand for non-drawing purposes. And without having reflections and all that stuff to deal with it should be a lot lighter than RT lights.
 

StereoVsn

Gold Member
Most anticipated game this year for me. 2016 was the tits. Didn't get on with Eternal but this looks more like 2016 from what little I've seen.
Yep, Eternal didn’t click with me either after 2016, which I loved. I am very much looking forward to what Eternal shows.
 
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