Some passes might not be covered here because they are very similar to Doom 2016 and are well covered in Adrian Courreges’s study. In this breakdown I aim to stay at a high level and not go too in-depth of each rendering technique/pass.
I believe these graphics studies give a lot of insight into how certain rendering problems are solved in a AAA game and are greatly educational. This frame breakdown is inspired by Adrian Courreges’s study on Doom 2016. Doom Eternal has improved in many areas of which a few are worth investigating which I will try to cover in this frame breakdown. Doom 2016 has inspired me greatly on a technologic level due to its simplicity and elegance while still having a high visual quality.
It’s developed using the 7th iteration of id Tech, id Software’s in-house game engine. Doom Eternal is the successor of Doom 2016.