Probably an OS issue. Maybe something to do with the cache.Random performance blips with the One X version? I don't use my Xbox One often, but is this just a common thing with the console? I noticed the same thing with Ori 2, where I was forced to reboot the console to fix the framerate.
Seems strange for a console to not offer consistent, reproducible performance.
Just look at how badly things turned out when other Bethesda games used it.Why doesn't id license this shit out like Epic does? Surely they're leaving money on the table.
Is anyone saying that?The people who say that Doom 2016 looks better is so strange to me. It is extremely obvious that this game looks better.
Not sure about pop-in on consoles, but asset quality is generally a bit lower in Warzone. I think MW definitely achieves a much nicer, cleaner, and more consistent aesthetic than Doom has, though I doubt it's on the same level technically.According to VG Tech, it can go sub-HD on base Xbox One (To a low of 638p)
Maybe this is just Warzone (The only mode I've played), but CoD MW has pretty bad texture popin issues, on PS4 Pro at least
There are some people in this very forum who think that 2016 does look better. I don't know, from what I've seen so far on my PC, Eternal looks so much better to me.Is anyone saying that?
I can see a preference for the art direction, but Eternal has much more detail than DOOM.
I will say that some of what makes Eternal look so good doesn't necessarily hold up in compressed YouTube videos - it looks so much better running locally with pristine image quality.
oh i was only talking about campaign, also forgot gears 5According to VG Tech, it can go sub-HD on base Xbox One (To a low of 638p)
Maybe this is just Warzone (The only mode I've played), but CoD MW has pretty bad texture popin issues, on PS4 Pro at least
Yes, but games have been doing this forever. The Dreamcast, for instance, was built around it.The way geometry is dropped during rendering when obscured by other objects, is that a more basic version of what XSX and PS5 are going to do, or the same, or???
Ehh, art wise /anesthetics I prefer 2016 horror sci-fi vibe that was still trying to adhere to real world. And cramped dark levels with multiple light sources were really atmospheric. That's despite me not liking the game that much
Maybe it's the art style but so far this game IMO looks worse than 2016.
I think you're seeing an art change yeah - technically it's quite a bit better. I would say that 2016 could look samey in places, but that also came with a very coherent look, sort of a heavily refined Doom 3 aesthetic without all the darkness everywhere. Eternal is much less afraid to be colorful and vibrant, which is much more varied but often a little goofy. This is a conscious choice they've made, not an accident.
I'd say the one area where I think it's a proper step back is the 3rd person cutscenes, simply because they don't look very good most of the time. The first person animations always look great (in 2016 and Eternal) but here the 3rd person scenes tend to look off.
It is a 4K video but YT probably hadn't finished processing. :-(Is this video not in 4k hdr due the same reason Euro netflix is being downgraded?
It is a 4K video but YT probably hadn't finished processing. :-(
Is this video not in 4k hdr due the same reason Euro netflix is being downgraded?
Just to clear the confusion: Netflix in Europe is still at 4K/HDR/Dolby Vision + Atmos, they just reduced the bitrate (from 25 to 50%).I think YT in Europe doesn't allow for more than 1080p right now. It's the same thing Netflix does.
It's not ideal to make the frame scale target overzealous. Resolution scaling typically works by percentage, so a higher ceiling means less overall accuracy. It also means that it's constantly trying to find the right performance margin even during normal conditions, which can make it more unreliable the less headroom you give it.Dark1x, there was something I was curious about, not just with this video's results but with a lot of games. Why exactly do so many games, including DOOM Eternal, have dynamic resolution caps to something like 1440p (especially frequent on Pro)? I don't understand the point of that - all it seems to do is guarantee inferior usage of Boost Mode on future machines.
It's not ideal to make the frame scale target overzealous. Resolution scaling typically works by percentage, so a higher ceiling means less overall accuracy. It also means that it's constantly trying to find the right performance margin even during normal conditions, which can make it more unreliable the less headroom you give it.
Dynamic resolution typically works by taking a measure of the current frame time and adjusting the resolution based on said time. If you constantly make the renderer miss this target, you end up with a more unstable frame rate even if it is later compensating. A missed frame target is still missed.
With this game in particular, id have already stated they plan to add raytracing to the PC version in the future. I wouldn't be surprised if they're planning on releasing a patch for next-gen consoles that adds RT support, as well.I see, thank you very much. I didn't know this was all percentage-based. And I'm guessing that offering different max resolution targets (and frame rate targets) would be a huge pain the ass for testing.
Well, I can only hope there are patches for these sorts of games when the new consoles arrive. Having the new DOOMs stuck at 1440p60 on PS5 would really suck.
It's certainly not a generational shift gameplay wise. Just engine wise.eternal looks awesome but i'm not necessarily seeing the generational shift.
maybe my standards are a little high since it basically just feels like single-player quake 3 arena (in the best way possible).
The way geometry is dropped during rendering when obscured by other objects, is that a more basic version of what XSX and PS5 are going to do, or the same, or?
With this game in particular, id have already stated they plan to add raytracing to the PC version in the future. I wouldn't be surprised if they're planning on releasing a patch for next-gen consoles that adds RT support, as well.
It's certainly not a generational shift gameplay wise. Just engine wise.
Was thinking the same thing. John has made some brilliant videos in his time but this one may be his opus. I especially loved his explanation of the decal tech used and how it alters the look of the game.The whole DF crew does a good job, but John's content is always one step above.
You don't need Vulkan for that. Simplygon (the most popular middleware for LODs generations) handles that for the best part of this decade.I really, REALLY hope Vulkan becomes the game development standard, on all platforms, with the next generation.
Having LOD be handled based on an objects size in pixels makes so much sense. More games need to use it.
Does id license out their engine? Or do they just use it internally? Because I wish more people could use this amazingness.
I was making two separate points.You don't need Vulkan for that. Simplygon (the most popular middleware for LODs generations) handles that for the best part of this decade.
There are plenty of sci fi levels in Doom Eternal.Yeah. Obviously, in the video, you can see the complexity of the new game. It's just the first game as you put it seemed a bit more refined. Also, the sci-fi man-made environments can fool one into thinking "prettier" with more tricks like reflections and shiny elements while the sequel has more natural outdoor environments that don't give the same vibe.
I'm gonna say it's a combination of efficient culling, and per-pixel LOD combined with smooth dynamic resolution. The way LOD is handled in particular might be a big point, I remember FFXV being rife with pop-in."80 to 90 million polygons".... wait, what? Every 16.67ms on consoles (enhanced ones at least)? IIRC, Uncharted 2 was said to output around 1.2 million poly/per scene or frame and later FFXV was (iirc) around 5 million poly/per scene or frame.
That's 16x to 18x increase in poly count..... how in the world did they manage that kind of density in a 60fps game?
It is a 4K video but YT probably hadn't finished processing. :-(
Hard to argue with that, after playing this.
I'm gonna say it's a combination of efficient culling, and per-pixel LOD combined with smooth dynamic resolution. The way LOD is handled in particular might be a big point, I remember FFXV being rife with pop-in.
They've stopped licensing the engine to external studios once they were bought by Bethesda.Does id license out their engine? Or do they just use it internally? Because I wish more people could use this amazingness.
Let's not overreact please
Battlefield 1? Battlefield 5? Moder Warfare?What other 60 frames per second console first person shooter was technically more advanced than this game?
Battlefield 1? Battlefield 5? Moder Warfare?
Do you really have to ask?