Difference between revisions of "Id Tech 7"
From DoomWiki.org
[checked revision] | [checked revision] |
(just a rough summary for now) |
m (fix typos) |
||
Line 1: | Line 1: | ||
− | {{DISPLAYTITLE:id Tech | + | {{DISPLAYTITLE:id Tech 7}} |
− | |||
{{stub}} | {{stub}} | ||
The '''id Tech 7''' game engine is a technological successor of the [[id Tech 6]] which powered ''[[Doom (2016)|Doom]]''. | The '''id Tech 7''' game engine is a technological successor of the [[id Tech 6]] which powered ''[[Doom (2016)|Doom]]''. | ||
− | The engine shed support for OpenGL (relying exclusively on Vulkan | + | The engine shed support for OpenGL (relying exclusively on Vulkan instead) and for megatextures. In exchange, support for ray-tracing is planned. |
Improvements in the engine allow support for reduced loading times despite larger levels, improved lighting and rendering, and enhanced particles and decals systems. | Improvements in the engine allow support for reduced loading times despite larger levels, improved lighting and rendering, and enhanced particles and decals systems. |
Revision as of 08:12, 30 March 2020
This article or section is a stub. Please help the Doom Wiki by adding to it. |
The id Tech 7 game engine is a technological successor of the id Tech 6 which powered Doom.
The engine shed support for OpenGL (relying exclusively on Vulkan instead) and for megatextures. In exchange, support for ray-tracing is planned.
Improvements in the engine allow support for reduced loading times despite larger levels, improved lighting and rendering, and enhanced particles and decals systems.
Sources
- id Tech 7 on Wikipedia
Official source ports | ||
---|---|---|
Based on | Name | Base for |
id Tech 6 | id Tech 7 |