Id Tech 7 in Doom Eternal has marked a before and after in the history of FPS game engines.
Id Tech 7 has revolutionized the world of video games, earning a place among this generation's most impressive shooters, not only for fans of Doom Eternal.
Creative talent, an essentially flawless technical sector, IdTech7's interaction with Doom Slayer with which it debuts brings with it not only a new technology in the engines for video games, but fundamentally brings with it a great promise in this scenario for the next generation, pushing the limits of the technology itself.
A lot of water has passed under the bridge since 2016, exactly five years ago, when id Tech 6 first appeared in DOOM. Today Id Tech 7 features ten times more geometric detail and higher texture fidelity than its predecessor id Tech 6 with a quality addition, the system called "Destructible Demons", in which the bodies of enemies progressively deteriorate and destroy as combat progresses and they take damage.
For fans of "old school" shooter games, those first generation FPS of which DOOM is an undisputed leader, when it makes its appearance on the scene in the distant 1993 revolutionizing the world of video games and notoriously advancing the limits of its own technology, returning to wield double pistols and raze demonic legions in a melee is a unique and ecstatic experience.
Its origins.
id Tech 7 is a cross-platform game engine developed by id Software that succeeds idTech 6 and was first unveiled at QuakeCon in 2018 making it part of the series of vidgame engines developed by the company.
Unlike other games id Tech 7 and Doom Eternal point many to computers, although these are suffering the c strong competition from consoles and mobile, to the point that in these devices will only support the graphics processing API Vulkan
As explained by two of its developers, Billy Khan and Tiago Sousa, Vulkan is the base system to which they are gradually migrating all the APIs, since the update in its particle system that will take it to 60 frames per second stable will allow it to introduce a greater number of demons in the game.
Initially developed in the early 90's by John Carmack with the contribution of Paul Radek, John Romero and Dave Taylor, the popular "Doom engine" an icon of FPS games of that time, was a real revolution for the industry by giving players, developers and independent professionals the possibility of having a tool that could be updated with certain regularity and reused for different projects, a revolutionary project for that time when each new title required rewriting each code string from scratch.
In 2009 it became a proprietary engine after being acquired by id Software, but it has always maintained modularity, versatility and efficiency as cornerstones in its development, to adapt to the new innovations that the gaming market requires (today more than ever) without losing that capacity in terms of sensory enjoyment that has always been its strong point.
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