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SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination

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Tiago Sousa

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[video] SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination is a YouTube recording of Tiago Sousa's Advances talk on idTech8 global illumination as shipped in Doom: The Dark Ages.

It contrasts prior path-traced lightmap baking on multi-kilometer levels with a runtime pipeline of cascaded light grids, irradiance volumes, a spatially hashed world radiance cache, cosine-weighted final gather, bilateral and temporal denoising, reflection-probe refitting, and directional occlusion. Targets stress stable 60 Hz or higher across consoles and PC, with per-platform millisecond budgets.

It is for advanced real-time rendering engineers familiar with ray tracing and console GI trade-offs.

The talk is a free YouTube video on the SIGGRAPH Advances in Real-Time Rendering channel.

It is useful as a production case study of replacing lightmap baking with amortized ray-traced GI while keeping artist iteration interactive.