DOOM The Dark Ages feature-2

Doom: The Dark Ages confirmed to have Full Ray Tracing/Path Tracing on PC

NVIDIA has confirmed that Doom: The Dark Ages will support Full Ray Tracing/Path Tracing on PC. Moreover, this new shooter will support DLSS 4 Multi Frame Generation and Ray Reconstruction. Thus, NVIDIA owners will get to enjoy this game in the best possible way.

NVIDIA has shared a sneak peek at the path-traced version of Doom: The Dark Ages. I’ve timestamped the video above. It does not show much but hey, it at least looks beautiful.

Doom: The Dark Ages will be powered by the latest version of the iD Tech. So, we can expect the same visual fidelity that we got in Indiana Jones and the Great Circle.

Indiana Jones and the Great Circle was THE best-looking PC game of 2024. So, I’m pretty certain that this new Doom game will also be a looker on PC.

Since this is an FPS, I’m really curious to see whether or not there will be any latency issues. This is a fast-paced game in which you really need great control response. As such, it will be a great test for DLSS 4.

I’ve said it before and I’ll say it again. It’s a miracle we get Path Tracing in modern triple-A games. And, since NVIDIA has promised major improvements to DLSS 4, I hope they capitalize on it. Path Tracing can significantly improve the graphics of games. So, here is hoping we’ll get more and more path-traced games on PC.

Bethesda will release Doom: The Dark Ages in 2025. However, there is currently no ETA for when it will come out. Naturally, though, we’ll make sure to keep you posted.

Stay tuned for more!

RTX. It’s On. | The Ultimate in Ray Tracing and AI with DLSS 4

25 thoughts on “Doom: The Dark Ages confirmed to have Full Ray Tracing/Path Tracing on PC”

  1. "It’s a miracle we get Path Tracing in modern triple-A games." John, you know it is not the real one don't you? You talk about it as if it is the same quality as CGI movies. Get real man.

    1. While there are definitely corners being cut in order to make it suitable for real-time rendering compared to offline rendered CGI, fundamentally it is the same simulation of how lighting behaves in reality.

      Note that major CGI studios like Pixar are in fact using NVIDIA's OptiX library in order to quickly preview their work during production:

      https://uploads.disquscdn.com/images/4f3bb8e9fe2e444e7487bf9413938ab5434c677dea22ca266b8f0b64ee5c99f3.png
      As you can see from the above screenshot, Pixar uses RHEL (Red Hat Enterprise Linux) on their workstations:

      https://uploads.disquscdn.com/images/aa308f9c9c67f2a4a6f9d666a03aa3375a2f6de844f36a69264a5841372bbba7.jpg

      1. no one can with those vram limits. Some of us own 1ms monitors, frame generation is like having a 4ms monitor, delayed frames is laggy.

        1. Assuming I believe you can tell the difference between 1ms and 5ms, give it a few years and you won't be able to tell the difference between 1ms and 100ms.

    1. Yeah will be used as another fine excuse for the lazy devs to skimp on optimization, no doubt we will see raster games have it as recommended soon enough. I can kind of understand full rt/pt as we arent there on a hardware level but for raster… those dev's/suits responcible should just be placed against a wall with blindfolds and.. well 🙂

  2. Oh yeah, the same r**ard Nvidia c*ck sucking sh*ll that wrote an article about how magnificient IA bullshit is after writing an article about Indiana Jones being the best looking game of 2024 while still looking inferior to Crysis 3 from 2013.
    Absolutely refreshing.

  3. Still, looks bland, generic and soulless as f*ck, fake, clean, plastic and shiny like a movie set, or like it could have been procedurally generated.

  4. Summary of half the comments here:

    RT/PT is absolute dog crap. It's not even real. I can't understand why we can't have the same quality as real path tracing used in hollywood CGI which takes hours to render each single frame, but in real time, at 120fps, and without having to use any other tricks like frame generation. Give me REAL performance upgrades because the way shadows and lighting work right now are totally the real natural way and not another trick method which involves pre-baking the lighting using PT and then painting it on the scene. Not this fake AI stuff. I can totally afford a $5,000,000 system that can achieve the required performance I claim to want based on today's technology while I complain about a $2000 card that's far superior to anything other multi-billion dollar companies in the world can create being overpriced.

  5. Really dig the Medieval setting. Glad they are trying something new( excited to see in a engine that isnt UE5)

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