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Go Back Home > Forums > Quake Help > Quake Clients > How id Tech 6 renders a frame Search Forums

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Unread 01-09-2017, 01:23 PM   #1 (permalink)
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How id Tech 6 renders a frame

This is a fascinating read and might provide some ideas for improvements for Quake engines.

DOOM (2016) - Graphics Study - Adrian Courrèges
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Unread 01-10-2017, 04:18 AM   #2 (permalink)
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Thanks for the link. Quake1 textures are missing data that is expected in a modern engine, so there is a hurdle beyond adding a graphics enhancement. However, I believe some enhancements could be added (and may already be?) like tonemapping, or with a little work, temporal anti-aliasing.
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Unread 01-10-2017, 09:25 AM   #3 (permalink)
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Originally Posted by Zop View Post
Thanks for the link. Quake1 textures are missing data that is expected in a modern engine, so there is a hurdle beyond adding a graphics enhancement. However, I believe some enhancements could be added (and may already be?) like tonemapping, or with a little work, temporal anti-aliasing.
Some of these things have been added with fan-made textures (normal maps, gloss maps, etc).
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Unread 01-10-2017, 06:05 PM   #4 (permalink)
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tone-mapping is actually a post-render effect which can be added to anything

just check reshade or sweetFX, both can be applied to any game and have tonemapping as one of the many available effects


or on another note, the latest versions of Gzdoom actually have tone-mapping
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