id Tech 7
The id Tech 7 game engine is a technological successor of the id Tech 6 which powered Doom. Notably, the engine shed support for OpenGL (relying exclusively on Vulkan instead) and no longer utilizes megatextures. In exchange, support for ray tracing has been added. The game's post-process shader effects are now forward rendered rather than deferred. 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 comparison to id Tech 6
- 1 million fewer lines of code mostly due to the removal of the OpenGL render-engine
- Unified HDR lighting and shadowing
- Full HDR-support on PlayStation 4, PS4 Pro, PlayStation 5, Xbox One S, Xbox One X, Xbox Series S, Xbox Series X, PC and Stadia
- Multi PBR material compositing, blending, and painting
- Increased texture fidelity and geometric detail due to removal of MegaTexture pipeline, used since id Tech 4
- Enhanced global illumination quality
- Majorly improved particle system as more particles are running on the GPU, which allows for bigger explosions, more atmospheric volumetrics and more vibrant particle effects
- The framerate limit has been increased to 1000 FPS. The frame limit was previously 200 FPS in id Tech 6 as featured in Doom, although later games using id Tech 6 such as Wolfenstein II: The New Colossus have lifted that 200 FPS limitation.
- Rewritten job system to use all available CPU cores more efficiently According to engine developer Axel Gneiting, the engine no longer has a "main thread"; everything is implemented as a job.
- Improved post-processing effects, more detailed anti-aliasing and improved motion blur
- Support for gameplay areas twice the size of those in id Tech 6
- Improved image streaming
- Expanded decal system
- Improved LOD system
- New GPU triangle-, light- and occlusion-culling system to not render what isn't on-screen
- Dramatically improved compression
- Improved level loading times, also after death
- DLSS 2.3.0
- Ray-traced reflections on PlayStation 5, Xbox Series X (not available on Xbox Series S) and PCs with hardware accelerated ray tracing
- Variable rate shading on Xbox Series X and Xbox Series S
- Doom Eternal - Graphics Study by Simon Coenen
- This article incorporates text from the open-content Wikipedia online encyclopedia article id Tech 7.
- Stadia (12 April 2019). "GDC 2019 Developer Session: First Light – Bringing DOOM to Stadia." YouTube. Retrieved 16 May 2019.
- Sousa, Tiago (28 February 2020). "@Smurfman256 @billykhan @axelgneiting @idJeanGeffroy @philiphammer0 y, literally all platforms." Twitter. Retrieved 4 January 2021.
- Khan, Billy (10 March 2020). "HDR is available on PS4, PS4 PRO, XB1S, XB1X, PC and Stadia. Unfortunately, the hardware of the original XB1 does not support HDR." Twitter. Retrieved 28 February 2020.
- Digital Foundry (25 January 2020). "Doom Eternal Engine Upgrades: id Software Reveals New Details!" YouTube. Retrieved 25 January 2020.
- IGN First staff (28 February 2020). "DOOM Eternal: How id Tech 7 Is Maximized for Current Tech and Next-Gen." IGN. Retrieved 28 February 2020.
- Gneiting, Axel (21 March 2020). "Fun fact: Doom Eternal does not have a main or render thread. It's all jobs with one worker thread per core." Twitter. Retrieved 4 January 2021.
- Digital Foundry (21 March 2020). "Doom Eternal – The Digital Foundry Tech Review – id Tech 7 Is Incredible." YouTube. Retrieved 21 March 2020.
- Bethesda. "DOOM Eternal - Next Gen & Update 6 Release Notes." (archived 🏛).
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|Based on||Name||Base for|
|id Tech 6||id Tech 7||None|