Confirmation is great. Thanks!
Bethesda's dirge of support for HDR has been making me so sad.
Doom Eternals is perfectly suited for HDR, so hopefully they haven't bungled support in some way.
Confirmation is great. Thanks!
Doom Eternal dev on the Switch delay, coming "a bit later" than other platforms
You're on the right side of this fight. Motion blur for life, yo.
Also do not forget this was a software, cpu bound process (ok IO really, but it was driven from CPU bound algorithms)Megatextures was one of the first versions of virtual texturing. The general idea of indirect texturing is solid and being used a lot in games nowadays. It's the idea of unique textures that wasn't practical. Having unique texturing just forces a generic compression over all surfaces and does not scale very well. There are cases where you can for example use procedural methods or repeating textures with procedural splatting for a great result. And you can still have the option to use fine detailed unique images where needed.
Yup.Megatextures was one of the first versions of virtual texturing. The general idea of indirect texturing is solid and being used a lot in games nowadays. It's the idea of unique textures that wasn't practical. Having unique texturing just forces a generic compression over all surfaces and does not scale very well. There are cases where you can for example use procedural methods or repeating textures with procedural splatting for a great result. And you can still have the option to use fine detailed unique images where needed.
2016 and Eternal are a bit different in that they encourage close-quarter combat and constantly cycling through weapons. It's not a traditional FPS but it's still a FPS.
2016 also has a good story, but it won't be the reason you play it. The story is interspersed throughout the gameplay and many bits are optional.
I'd recommend getting 2016 cheap if you're interested in Eternal. I think it's dropped to below $10 before on Steam. Currently $20 USD.
Yeah I thought someone might take issue with that, particularly since it's DOOM! But yeah someone who has played some FPS games and decided it's not their favourite genre should know that 2016 and Eternal are different enough that they're worth trying
It's the only way I play Doom 2016, honestly. I think it just feels right and also offers something that feels very different from other shooters.
I liked the texturing in Enemy Territory: Quake Wars. It was much less repetitive than some similar games released at that time.Actually, megatextures had a ton of benefits. But the tools and the right game for it never really happened.
It's still being worked on and hasn't been determined but it's definitely not related to what was done in Wolf II.Dark1x is the RT just for reflections like Wolfenstein it expands to other features as well?
It's still being worked on and hasn't been determined but it's definitely not related to what was done in Wolf II.
You:
Me: Megatextures were never good and the stamping process was too manual art intensive and repetitive to create actual unique non-tiling art - the stampings were obvious copy paste jobs. Also the baking of lighting into said textures...
They made bold claims about doing it "better than anybody". Curious to see what they come up with.It's still being worked on and hasn't been determined but it's definitely not related to what was done in Wolf II.
It's a specific upgrade but I can't recall the details - but yes, you can freeze enemies then shatter them.Is that a bug or enemies can really just froze in mid-air lol? Its 2020 you know (and Hexen handle this better in '95)
It's the only way I play Doom 2016, honestly. I think it just feels right and also offers something that feels very different from other shooters.
...and yeah, it's a throwback to classic Doom. It's how I also prefer to play the original Unreal since it was an option there. :D
I mean why frozen enemies do not fall on the ground (and then shatter like in Hexen).It's a specific upgrade but I can't recall the details - but yes, you can freeze enemies then shatter them.
I assume it's just a design decision they made. Falling to the ground would have been cool.I mean why frozen enemies do not fall on the ground (and then shatter like in Hexen).
Do we know if this one is going to have some kind of raytracing support?
That's interesting. Did they say that its not related to Wolfenstein or is it just your guess? I would imagine that they could port some of the work they did on Wolf RTX already and transfer it to Doom Eternal.It's still being worked on and hasn't been determined but it's definitely not related to what was done in Wolf II.
Oh boy if they stay in the air I'm going to try to use them as platforms like Super Metroid.I mean why frozen enemies do not fall on the ground (and then shatter like in Hexen).
I believe so. You can disable a ton of things. I didn't try it, but I suspect you can.Does the game have the feature to turn OFF those object highlighters (Green/Red), they break the grim aesthetic immersion.
2016 and Eternal are a bit different in that they encourage close-quarter combat and constantly cycling through weapons. It's not a traditional FPS but it's still a FPS.
2016 also has a good story, but it won't be the reason you play it. The story is interspersed throughout the gameplay and many bits are optional.
I'd recommend getting 2016 cheap if you're interested in Eternal. I think it's dropped to below $10 before on Steam. Currently $20 USD.
Eh. The rip and tear kind of makes it its own thing, imo, but for sure it's still DOOM
Ray tracing support has been confirmed, but there's still a question mark over whether it'll make the cut for launch.
Nice to know the delay won't be that long. I'm slightly concerned about performance though given how much more Eternal seems to push the engine.