DOOM: The Dark Ages, the latest entry in the series released last week on PC and consoles, wouldn't have been possible without ray tracing, according to id Software's Director of Engine Technology. Speaking in a lengthy interview with Digital Foundry, id Software's Billy Khan clearly explained how using ray-traced global illumination made DOOM: The Dark Ages possible. As the team wanted to make the origin story of the Slayer feel grandiose, the game features maps that are five to ten times bigger than those seen in DOOM Eternal, and, as such, the development team needed to create a lot of content […]
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