id Tech 6

id Tech 6
Developer(s) id Software
Written in C++
Operating system Microsoft Windows, PlayStation 4, Xbox One
Type Game engine
License Proprietary

id Tech 6 is an upcoming OpenGL/Vulkan based game engine under preliminary development by id Software, which will tentatively follow id Tech 5.[1]

Preliminary information given by John Carmack about this engine, which is still in early phases of development, tend to show that id Software is looking toward a direction where ray tracing and classic raster graphics would be mixed.[1] However, he also explained during QuakeCon 08, the hardware that is capable of id Tech 6 did not yet exist.[2]

In July 2011, he explained that id Software is beginning research for the development of id Tech 6.[3]

On July 19, 2014, in light of Crytek's recent financial difficulties, it was announced that Tiago Sousa, head R&D graphics engineer at Crytek, was leaving to join the Doom and idTech 6 engine team.[4]

Technology

It would work by raycasting the geometry represented by voxels (instead of triangles) stored in an octree.[5] John Carmack claims that this format will also be a more efficient way to store the 2D data as well as the 3D geometry data, because of not having packing and bordering issues.[1] It will virtualize geometry like textures.[6][7]

In an interview with id Software, more features of the engine were revealed, such as physically based rendering, and a fully dynamically lit world like id Tech 4.[8]

Games using id Tech 6

See also

References

  1. 1 2 3 "John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more". PC Perspective. 2008-03-12. What John does see ray tracing useful for is a very specific data model he has created called "sparse voxel octrees" that allow him to store immense amounts of data in a fashion that is easily accessed using ray tracing methods(...) This new data model and algorithm being worked on for id Tech 6 would allow, according to John, nearly infinite amounts of geometric detail in the world without the problems seen with tessellation engines or trying to store gigabytes of data locally
  2. "QuakeCon 08: id Tech 6 Will Utilize Hardware That 'Doesn't Exist Right Now'; Next-Gen Will Still Be Polygon-Based". Maximum PC. 2008-07-31. id Tech 6, for example, probably won't be coded in Java or any protected language. It also will be designed for hardware that doesn't exist right now. With new discrete graphics players entering the field (Larrabee, Fusion, etc), Carmack knows that the PC space is relevant, and that's where he'll be looking when thinking about coding his next engine.
  3. "Doom Creator More Excited About Games Now Than Ever". IndustryGamers. 2011-07-27. Retrieved 2011-08-01. 'And we're in research for id Tech 6 graphics, content development…yeah, I’m super busy,' he said.
  4. "Signs Of The Times – Crytek’s Lead R&D Graphics Engineer Moves To id Software, Will Work On New Doom". DSOGaming. 2014-07-19.
  5. John Olick (2008). "Current Generation Parallelism In Games" (PDF). pcper.com. id Software.
  6. "E3 2008: The John Carmack Interview. Rage, id Tech 6, Doom 4 Details, and More!". Maximum PC. 2008-07-15. I still think there’s one more generation to be had where we virtualize geometry with id Tech 6 and do some things that are truly revolutionary. (...) I know we can deliver a next-gen kick, if we can virtualize the geometry like we virtualized the textures; we can do things that no one’s ever seen in games before.
  7. "John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more". pcper.com. 2008-03-12. This new data model and algorithm being worked on for id Tech 6 would allow, according to John, nearly infinite amounts of geometric detail in the world without the problems seen with tessellation engines or trying to store gigabytes of data locally.
  8. "Take A Look At DOOM's id Tech 6 In This Video Interview". WCCFtech. Retrieved 2016-02-19.
  9. "Why id Software is calling it “Doom” and not “Doom 4″".
This article is issued from Wikipedia - version of the Thursday, March 24, 2016. The text is available under the Creative Commons Attribution/Share Alike but additional terms may apply for the media files.