Hope you have fun reading it! Ask away or shoot feedback to us for the Doom articles :)
21.02.2026 21:16 β π 1 π 0 π¬ 0 π 0Hope you have fun reading it! Ask away or shoot feedback to us for the Doom articles :)
21.02.2026 21:16 β π 1 π 0 π¬ 0 π 0We had a chance to contribute to this amazing book series with two articles and even a cover image. I hope everyone enjoys reading this book as much as we enjoyed writing it!
20.02.2026 07:46 β π 34 π 2 π¬ 1 π 0Unfortunately I won't be at GDC this year after all but Philip will cover both of our individual talk parts with ease - be sure to say hi to him!
06.02.2026 09:54 β π 3 π 0 π¬ 0 π 0Come check out our GPC slides about some of our Doom rendering techniques! YT video will likely follow soon as well
06.01.2026 12:50 β π 9 π 1 π¬ 0 π 0
Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM
graphicsprogrammingconference.com/archive/2025...
Together with @phammer.bsky.social , we'll be at GDC 2026 talking about some of the idTech 8 rendering tech we worked on for DOOM: The Dark Ages. Will be my first GDC, so I'm really looking forward to it! :)
schedule.gdconf.com/session/rip-...
www.graphicsprogrammingconference.nl might be a good fit for this - IIRC you're also based in EU currently? :)
28.10.2025 14:52 β π 1 π 0 π¬ 1 π 0
Super cool! I'm really enjoing the game so far - huge congrats to the entire team.
Would be very interested in hearing a conference-talk about this tech and its early prototypes some time :)
Together with @phammer.bsky.social, we'll talk about some of the rendering optimizations using triangle visibility buffers and VRS on Doom: The Dark Ages at GPC 2025. Hope to see some of you there!
graphicsprogrammingconference.com
Had a great time at the Doom release party in downtown Dallas last night with a bunch of the other engine guys. Met most of the US-side team face to face for the first time since joining id a few years ago - awesome people!
30.05.2025 12:09 β π 3 π 0 π¬ 0 π 0Yepp, indeed all projected-grid screenspace still, both for Doom and Indy. We do use some tricks to get around some limitations, like temporally reprojecting grid vertices to last frame to reduce aliasing under motion, but not perfect. We might switch to world-tessellation at some point.
15.05.2025 07:32 β π 1 π 0 π¬ 0 π 0
Check out some of the tech weβve been adding for idTech 8 these past years. Really proud to be part of this amazing team!
Doom: The Dark Ages releases tomorrow, thumbs pressed people will enjoy some beautiful visuals and decent performance.
youtu.be/Ed4vNNQwCDU?...
Sure! You can use e.g. tex2DGrad(.. ddx, ddy) with manually-computed derivatives.
If you re-order the compute shader threads to be in a morton-like order, you can use e.g. subgroupQuadSwapHorizontal/Vertical() to compute derivatives
Confirmed that this is indeed the software-VRS that's in place here. We're investigating some options to mitigate these places.
13.05.2025 14:17 β π 14 π 0 π¬ 0 π 0Its using a form of software-VRS instead
13.05.2025 13:46 β π 1 π 0 π¬ 0 π 0Hmmm, not 100% sure these are VRS issues, actually - could also come from the upscale sharpening or so. Thanks for pointing it out - fwding it with the team and we'll investigate
13.05.2025 13:43 β π 15 π 0 π¬ 1 π 0
Weβve finally shared some extensive look at Doom: The Dark Ages
Couldnβt be more proud to be part of this team!
youtu.be/FGFuaVUI6_E?...
Just received my own physical copy, congrats on the release!
However, my copy seems to include some faulty pages of a different book in the middle? Or is it expected to include advertisements of some sorts?