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DOOM'16 rendering pipeline

Extremely interesting implementation details of idTech 6 which is used to run recent "Doom" videogame. Conjunction of forward and deffered rendering via camera frustum clasterization and mega-textures usage seems very uncommon after working with Unity.

 

Graphics Study: adriancourreges.co...[1]

idTech 6: advances.realtimer...[2]

 

Link 1: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/

Link 2: http://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf

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