The Main Goals of id Tech 6: 60 frames per second and 1080p
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by Démoléon Jérémie
2 hours ago

Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .

Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.

by Ku ê
3 hours ago

:0

The Main Goals of id Tech 6: 60 frames per second and 1080p
7 September, 2015
News

Bethesda has recently published a new series of videos from E3 2015. One of the interviews was especially interesting for the game development public. id Software’s Chief Technology Officer Robert Duffy talked in much detail about the production of id Tech 6 – the latest version of the proprietary engine from id Software.

Our internal fundamental goal is to have the best looking tech at 60 frames per second and 1080p. This benchmark standard is very important to us. The other big goal of this technology that differentiates it from id Tech 5 would be the dynamics. We’re building a game with a very dynamic world. Dynamic lighting is back. We really enjoyed working on Rage and building the tech, but we really needed to go fully dynamic again for Doom.

Robert Duffy, Chief Technology Officer

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id Tech was long considered to be the project of John Carmak – a genius programmer, who created some of the most memorable games in id Software’s history. However most recently he left id and began to work with Oculus VR. Right now id has a different team, which is hard at work on the new technological product.

We have probably the best team we’ve ever had. It’s really impressive to watch what these guys have done. Even leading right to when we got the demos done they were putting in features. id Tech 6 is a physically based rendering technology. We have a whole new way of detailing up the world with the decal system that was added. It’s actually en entirely new rendering engine from what we’ve shown at Quakecon last year. It’s a big step from where we were even then. I think it’s a real testament to our team and how much they’ve done in the course of the last nine month.

Marty Stratton, Executive Producer

No wonder that id Tech 6 is trying to get more speed at higher resolution. With a history of fast beautiful engines fans and community expects to have some kind of show stopper from id Software. Doom is to be released in Q1/Q2 of 2016, so there’s still a lot to do in terms of tweaking and optimization.

Source: rockpapershotgun.com

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