• despoticruin@lemmy.zip
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    14 hours ago

    It’s not one big optimization, it’s a product of Id actually having some of the best UE developers on the planet being able to tweak the engine to run like a beast. Each level is crafted from the ground up to allow for some sweeping optimizations revolving around actor loading and culling, and the game uses proper light baking to allow raytracing to handle marginal calculations instead of explicit path tracing every shadow. It’s a lot of little things that all take impressive amounts of skill and management to pull off effectively, a lot of this stuff is implemented poorly in other games and it show

    Edit: Id has their own engine, I always confuse quake/doom and UE. Still though, Id has always built games that were well optimized. Look at some of the systems they managed to port quake to. I was wrong about the engine, but not about the talent in the studio.s.

    • uninvitedguest@piefed.ca
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      17 hours ago

      it’s a product of Id actually having some of the best UE developers on the planet

      UE = Unreal Engine?

      Doom 2016 ran on id tech 6. Is there crossover?

      • despoticruin@lemmy.zip
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        14 hours ago

        No, you are correct, I have a bad habit of confusing quake and UE, Carmack and Sweeney tend to come up in the same conversations. My point still stands though, Id has always pushed the envelope on game optimization.