id Software is already working on the next generation of id Tech Engine, will be more parallel than id Tech 6

id Software’s CTO, Robert Duffy, has revealed that the team is already working on the next generation of its id Tech Engine. Although Duffy did not reveal much, he did say that this new version of id Tech will be more parallel than id Tech 6.

As Robert Duffy claimed:

“We’re working on the next-generation of id Tech right now, and we’re definitely going to optimize, you know, fully for Ryzen. The new engine tech that we’re working on is far more parallel than id Tech 6 was. We plan to really consume all the CPU that Ryzen can offer.”

Do note that Quake Champions will not be powered by this next-gen version of id Tech Engine. Quake Champions will be using the id Tech 6 Engine (correction) a hybrid engine made up of id tech and Saber, though id Software plans to adjust it so it can take advantage of both Ryzen and Vega.

36 thoughts on “id Software is already working on the next generation of id Tech Engine, will be more parallel than id Tech 6”

  1. We need more Idtech 6 games DOOM looks and plays amazing, we need at least a New Order sequle in this engiine! On a side note where the hell are all the Unreal 4 game? The Unreal 3 Enine was very well used but I have not heard of anything special that is UE4.

    1. If you mean in terms of AAA’s, yeah, major studios are no longer licensing Unreal Engine, as they’ve gone back to preferring internally-made engines instead (though Rocksteady may yet prove to be the exception to this rule. Either way, time will tell). Other than them, however, there’s plenty of AA & indie projects that are using Unreal 4 to power their stuff.

    2. Squad, Ark Survival Evolved, Gears of War 4, Unreal Tournament, Paragon among others.

      UE4 is the furthest engine behind. We have to wait till at least Xbox Scorpio till DX12 in that engine, they’re barely getting Vulkan to work in Linux with no word on PC just yet. They have a lot of cool things in the works, getting rid of a lot of archaic configurations and replacing them with new modern tech. Its going under a major overhaul most definitely. They’ve already increased DX11 multithreading capabilities by a large margin.

      1. Backport? You know DX11 has had deferred context this entire time, right? Devs are just now beginning to really put them to use. Low Level API’s aren’t something you can simply backport to older API’s.

        1. DX11 MT is serialized by its very nature. You CANNOT have DX12/Vulkan era parallelization in a natively serialized API. What features are you talking about that AMD “Backported”? I have noticed your quotes. But we don’t have ESP here.

          1. I think he’s referring to the Windows 10-exclusive DX11.3 features that AMD basically “backported” onto Windows 7, etc.

          2. Even then its still at a high level. The only Low Level DX11 is on Xbone. DX11.3 is still very much high level.

          3. Yeah, though even so, the new features do “improve” DX11, even if, only to a degree, being what he was saying all along, basically.

      2. Yeah, I’m starting to see that too; when it first launched in 2013 it was a major step forward compared to Unreal 3, but I’m starting to think that was mainly because they dropped all the legacy sh*t Unreal 3 was trailing around with it the entire time.

        Now, almost 5 years later (May 2012), they’ve made considerable improvements to it (the original 4.1.0 iteration was very barebones, likely just pushed out fast in order to get it into developer’s hands in line with the new-gen consoles), sure, but for f*ck’s sake, CryEngine V got DX12 implemented last year, & Vulkan is due in late May (v5.4).

        Granted, they were both due late last year, rather than almost mid-2017, but yeah. Especially considering how Microsoft already created a branch of Unreal 4 with (supposedly) fully-functioning DX12, which they used to power Gears 4. Unless that was a fluke, &/or it was just another wrapper, like the Gears Ultimate one before it?

        Either way, yeah, it’s getting about time for major overhauls, assuming they don’t want to just shift over to Unreal 5 completely, & I’m looking forward to them.

        1. DX12 was actually due in 2014. They’ve extended it many times since as they didnt’ realize what kind of an undertaking Low Level API’s were compared to going from DX9-10, 10-10.1, 10.1-11, etc. Much different world. They’ll be releasing DX12 when Xbone gets it, and Scorpio is released, they have it currently set to May release date, but we’ll see if it gets extended again.

          They have portions of DX12 in UE4, however if you run it in games its less stable, provides less performance adn isn’t finished. Its primarily a testing branch for those wanting to experiment with it. They update it from time to time. For GOW4 was somewhat a wrapper, but a tad more involved than a simple translation.

          Following the development of SQUAD, the developer (OWI) has worked closely with EPIC and showed off some findings of theirs with AMD’s FX series and some of the other archaic software around. As they were letting the customers know their findings, and that they were working with EPIC, we start seeing the things they listed out as on the drawing board of UE4 public road map to get totally reworked. Exciting stuff, but only adds to EPICS work load

          1. 2014? Sh*t. That’s one hell of a delay, right there.

            So, basically Unreal 4’s current DX12 implementation is akin to the ones we were seeing all throughout Fall 2015 & 2016, which were destroying performance compared to DX11…. LOL, sh*t.

            Oh? Interesting.

    3. New order sequel has already been leaked by actors. It is called New Coloseum, will be announced at E3 and will be released this fall. But since it is not developed by ID but instead by a Swedish developer Machine gun games it might not use id tech 7. I believe thatt he first game to use id tech 7 will be the next doom game. Glad to see that my monster ryzen 1700 will be used at 100% from now on. Next big game to use it is Prey coming in 1 weeks from now and cant wait to play it!!!!

  2. “we’re definitely going to optimize, you know, fully for Ryzen… We plan to really consume all the CPU that Ryzen can offer.””

    Well, Bethesda did, you know, recently sign a business deal with AMD so to do that so it’d be newsworthy if he said anything different. Hence for why the quotation was taken from an interview appearing on AMD’s YouTube channel. It’s great that new AMD CPUs are being catered for but let’s not pretend that Duffy’s statement is anything other than PR as per his employer’s business ties with AMD.

    1. Bugthesda: “We won’t be releasing a PC demo of PREY, but it’s okay people, because we promise it won’t have Dishonored 2’s issues! :)”

      /eyeroll.

      1. Note how AMD-Afficionado sought to divert attention away from the point I’d raised about this being blatant PR piffle from Bethesda so to keep their business partner AMD sweet!

        1. I did, yes! It’s not difficult to grasp.

          That you’re presuming me to be in some way ‘bitter’ about it says more about your mentality than anything I’ve said here.

          How bizarre that you view it as being “a minor miracle” that a company should optimise its software for the hardware of a company they have a business deal with to do so.

  3. As long as they include a VULKAN renderer i don’t care. After the last doom, god damn, so much fun and fluidity and beauty..

    My eyes can’t unsee doom 2016 🙁

      1. True that but isn’t Vulkan much better ? i mean if they’re going to include an OpenGL renderer, while you’re at it, just do Vulkan, no ?

  4. Parallel means that it will scale with more CPU cores as in the case of Ryzen 7 which has 8 cores 16 threads.

  5. One of the major benefits of low level API’s like DX12 and Vulkan is its more parallel for the CPU. When you hear about Multithreading in games its how many threads (CPU or virtual cpus) can be utilized. DX11, and prior, as well as OPenGl have a form of multithreading, but its not entirely parallel. With an engine being able to run more parallel it can scale much better with multicore CPU’s resulting in much better efficiency from CPUs allowing for better performance, and can allow for less power draw and lower TDP during use. More parallel = Good

      1. Guess so, but all their other engines only went open source after they stopped using it for new games. It was really about making modding and community made mods/games more accessible.

  6. doom would sell even more if it wasn’t cracked i’d say they should make it always online origin exclusive + denuvo and maybe a hardware based drm

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