id Software’s Tiago Sousa and Axel Gneiting have shared some new tech details about Doom Eternal. According to Gneiting, Doom Eternal does not have a main or render thread. Instead, the game has jobs with one worker thread per core.
Fun fact: Doom Eternal does not have a main or render thread. It's all jobs with one worker thread per core.
— Axel Gneiting (@axelgneiting) March 21, 2020
Although Gneiting has not shared the exact number of jobs per frame, he estimated that it’s around 100.
I don't know the exact number, but I would guess in the order of 100 jobs. Jobs can spawn more jobs, but we also have preconstructed job graphs.
— Axel Gneiting (@axelgneiting) March 26, 2020
On the other hand, Tiago Sousa stated that the game’s Anti-Aliasing solution uses up to 32 temporal subsamples.
#DOOMEternal #idTech7 geek details: Anti-Aliasing uses up to 32 temporal subsamples (~32x SSAA). This iteration is also full quality on all platforms due heavy optimization (0.92ms on XB1 and runs async).
— Tiago Sousa (@idSoftwareTiago) March 27, 2020
Furthermore, certain techniques in id Tech7 rely on temporal accumulation to distribute costs over many frames. Thus, disabling it will result in on many techniques/surfaces looking super noisy/aliased.
Ohh nice! >=120hz is the way to the future ?
One note: certain techniques in #idTech7 rely on temporal accumulation to distribute costs over many frames. Disabling will result in on many techniques/surfaces looking super noisy/aliased.— Tiago Sousa (@idSoftwareTiago) March 27, 2020
Tiago Sousa has also confirmed that Megatextures is no longer available in Doom Eternal. Instead, id Tech 7 uses streaming textures.
Many reasons: overall quality / shading flexibility / disk space (both for final product and keeping development sane) / faster workflows, and so forth.
— Tiago Sousa (@idSoftwareTiago) March 22, 2020