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Doom Eternal does not have a main or render thread, Anti-Aliasing uses up to 32 temporal subsamples
2242d
ago
News
dsogaming.com
120°
2
Wolfenstein 2 tech: +30k drawcalls & up to +6 million triangles per frame, volumetric fog & more
3118d
ago
News
dsogaming.com
100°
6
idTech 6 Supports "Relatively" Open Worlds & Destructible Environments
3583d
ago
News
wccftech.com
150°
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id Software Tech Interview: DX12, Vulkan, Mega-Textures, PBR, Global Illumination & more
3585d
ago
Interview
dsogaming.com
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108
Native 4K Is A Waste Of Xbox One Scorpio's Power, Hints At Reconstruction Instead - DOOM Dev
3611d
ago
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gamingbolt.com
350°
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Async Compute Praised by Several Devs; Was Key to Hitting Performance Target in DOOM on Consoles
3636d
ago
News
wccftech.com
160°
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Signs Of The Times - Crytek's Lead R&D Graphics Engineer Moves To id Software, Will Work On New Doom
4322d
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News
dsogaming.com
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