- https://en.wikipedia.org/wiki/Id_Tech_7
- Doom Eternal - The Digital Foundry Tech Review - id Tech 7 Is Incredible
- GDC 2019 Developer Session: First Light - Bringing DOOM to Stadia
- DOOM Eternal - Graphics Study
Features
- Remove OpenGL Renderer
- Unified HDR lighting and shadowing
- Multi PBR material compositing, blending, and painting
- Enhanced global illumination quality
- Rewritten jobs-system to use all available CPU-cores more efficiently
- Improved post-processing effects, more detailed anti-aliasing and improved motion blur
- Improved image streaming
- Expanded decal system
- Improved LOD system
- New GPU triangle-, light- and occlusion-culling system to not render what isn't on-screen
- Dramatically improved compression
Games
- Doom Eternal (2020)
- Tiago Sousa 接手后的 id Tech
- https://en.wikipedia.org/wiki/Id_Tech_6
- DOOM (2016) - Graphics Study
Features
- Vulkan Renderer
- Physically-based Rendering
- Motion Blur
- Bokeh Depth of Field
- HDR bloom
- Shadow Mapping
- Lightmaps
- Irradiance Volumes
- Image-based Lighting (IBL)
- Volumetric Lighting
- Destructible Environment
- Water Physics
- Skin Sub-Surface Scattering
- Unified Volumetric Fog
- FXAA, SMAA, TSSAA
Games
- Doom (2016)
- Wolfenstein II: The New Colossus (2017)
- Wolfenstein: Youngblood (2019)
- Wolfenstein: Cyberpilot (2019)
Features
- ShadowMap
- HDR
- Volumetric Lighting
- Radiosity
- Soft particles
- Screen Space Reflection
- Dynamic water surface
- Procedural Animation
- Cloth Simulation
- Depth of Field
- Motion Blur
Games
- Rage (2011)
- Wolfenstein: The New Order (2014)
- Wolfenstein: The Old Blood (2015)
Features
- normal mapping / specular highlighting / dynamic per-pixel lighting
- skeletal animation
- Unified lighting and shadowing
- Shadow volume
- MegaTexture
Games
- doom3
- doom3-bfg