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Rip & Tear: Breaking Down the Renderingof'DOOM: The Dark Ages'
We will present a breakdown of how a typical frame is rendered in idTech 8 and DOOM: The Dark Ages, which was developed by id Software and released in May 2025 on Xbox Series X|S, PlayStation 5 and PC to critical acclaim. The focus of this talk lies on the new geometry rendering pipeline that evolved from a pure clustered Forward+ approach into a hybrid solution that utilizes a visibility buffer, compute-based material dispatch, deferred texturing, tile classification and deferred lighting to achieve optimal performance across a wide range of platforms. Furthermore, we'll present a custom solution to software-based Variable-Rate Compute Shaders (VRCS) that helps to control shading rate in a fully compute-based lighting pipeline. In addition, we will also show how we implemented a seamless opaque mesh blending that smoothly blends mesh-intersections, advances in our shadow rendering techniques, as well as the GPU-based triangle-culling approach employed in DOOM: The Dark Ages.
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