Originally published at: How id Software Used Neural Rendering and Path Tracing in DOOM: The Dark Ages | NVIDIA Technical Blog
DOOM: The Dark Ages pushes real-time graphics to new limits by integrating RTX neural rendering and path tracing, setting a new standard for how modern games balance visual ambition with fast, fluid gameplay. To explore the motivations, solutions, and lessons from overcoming these technical challenges, we spoke with Billy Khan, the director of engine technology…
Serious question: why use GIF to showcase any sort of animated content on the web in 2025? I’m sure you’re aware that it is THE worst video compression format, right? The quality is awful, the compression ratio is awful, just why? Please use anything else, even a looping h264 video would be a hundred times better. Love your content but you just can’t put out this sort of quality while working in the graphics industry…
So all of the things being discussed in this article are possible on the 4090 so I’m a bit confused as to why you refer to this as “Neural Rendering”. I understand the DLSS and its transformer model are neural but Pathtracing, DLSS4 etc are all pre blackwell and work without a blackwell card. So as someone who is interested in Neural Rendering which is the new capability of the blackwell architecture as far as I understand it - I finished this article thinking - oh, so nothing about Neural Rendering at all really. Doom TDA was amazing but does it really use “neural rendering” any more than other games with path-tracing and DLSS4 such as Cyberpunk 2077?