igforum.bio / doom-eternal-analysis-how-id-tech-7-pushes-current-gen-consoles-to-the-limit - 251105
H
%Begin Doom Eternal analysis: how id Tech 7 pushes current-gen consoles to the limit  Eurogamer.net If you click on a link and make a purchase we may receive a small commission. Read our editorial policy. Doom Eternal analysis: how id Tech 7 pushes current-gen consoles to the limit
 Next-level technology and brilliant design produce one of the best shooters of the generation.
%Begin Doom Eternal analysis: how id Tech 7 pushes current-gen consoles to the limit Eurogamer.net If you click on a link and make a purchase we may receive a small commission. Read our editorial policy. Doom Eternal analysis: how id Tech 7 pushes current-gen consoles to the limit Next-level technology and brilliant design produce one of the best shooters of the generation.
thumb_up Like (27)
comment Reply (3)
share Share
visibility 368 views
thumb_up 27 likes
comment 3 replies
D
David Cohen 2 minutes ago
Feature by John Linneman Senior Staff Writer, Digital Foundry Updated on 29 Mar 2020 80 comments Doo...
A
Amelia Singh 1 minutes ago
it's harder, faster and sleeker. It's larger in scale both in terms of level design and th...
S
Feature by John Linneman Senior Staff Writer, Digital Foundry Updated on 29 Mar 2020 80 comments Doom 2016 revitalised the fortunes of both id software and the classic Doom franchise, delivering a phenomenal, exhilarating focus on high-speed combat, extreme gore and sprawling stage design. It was a modern, refreshed take on a retro classic, underpinned by some of the most impressive tech in the business. And the good news is that Doom Eternal one-ups it in every way.
Feature by John Linneman Senior Staff Writer, Digital Foundry Updated on 29 Mar 2020 80 comments Doom 2016 revitalised the fortunes of both id software and the classic Doom franchise, delivering a phenomenal, exhilarating focus on high-speed combat, extreme gore and sprawling stage design. It was a modern, refreshed take on a retro classic, underpinned by some of the most impressive tech in the business. And the good news is that Doom Eternal one-ups it in every way.
thumb_up Like (6)
comment Reply (1)
thumb_up 6 likes
comment 1 replies
M
Mia Anderson 4 minutes ago
it's harder, faster and sleeker. It's larger in scale both in terms of level design and th...
A
it's harder, faster and sleeker. It's larger in scale both in terms of level design and the amount of enemies you'll battle - and it's more optimal too: we've managed to get the PC version running at around 300 to 500 frames per second. Powered by the new id Tech 7, Doom Eternal represents the latest and greatest from id Software, delivering an engine upgrade that delivers in every way.
it's harder, faster and sleeker. It's larger in scale both in terms of level design and the amount of enemies you'll battle - and it's more optimal too: we've managed to get the PC version running at around 300 to 500 frames per second. Powered by the new id Tech 7, Doom Eternal represents the latest and greatest from id Software, delivering an engine upgrade that delivers in every way.
thumb_up Like (37)
comment Reply (0)
thumb_up 37 likes
E
Textures are more detailed all around while the world is more tightly packed with visual flourishes. Even if you can't put your finger on it right away, there's something special about the environments that just feels >different. How is it that a game on the same consoles can look and run so much better than a previous installment?
Textures are more detailed all around while the world is more tightly packed with visual flourishes. Even if you can't put your finger on it right away, there's something special about the environments that just feels >different. How is it that a game on the same consoles can look and run so much better than a previous installment?
thumb_up Like (9)
comment Reply (2)
thumb_up 9 likes
comment 2 replies
C
Christopher Lee 1 minutes ago
The answer is not so simple but the basic idea is - it comes down to key changes made to the interna...
R
Ryan Garcia 2 minutes ago
Vulkan enables faster performance within the id studio, enabling the creators to work faster and mor...
L
The answer is not so simple but the basic idea is - it comes down to key changes made to the internal technologies. Having discussed id Tech 7 with lead engine programmer Billy Khan, he reiterated that their main objective was to deliver a combination of visuals and frame-rate at a quality so high that most people will wonder how it was possible. One of the first major shifts is the move to the low level Vulkan graphics API - not just for in-game rendering on the PC side, but for everything including the backend tools used to build the game.
The answer is not so simple but the basic idea is - it comes down to key changes made to the internal technologies. Having discussed id Tech 7 with lead engine programmer Billy Khan, he reiterated that their main objective was to deliver a combination of visuals and frame-rate at a quality so high that most people will wonder how it was possible. One of the first major shifts is the move to the low level Vulkan graphics API - not just for in-game rendering on the PC side, but for everything including the backend tools used to build the game.
thumb_up Like (42)
comment Reply (0)
thumb_up 42 likes
S
Vulkan enables faster performance within the id studio, enabling the creators to work faster and more efficiently. Assets can be created and implemented at a much higher rate than the previous game. This is evident in the variety on display - Doom Eternal takes players to many different places.
Vulkan enables faster performance within the id studio, enabling the creators to work faster and more efficiently. Assets can be created and implemented at a much higher rate than the previous game. This is evident in the variety on display - Doom Eternal takes players to many different places.
thumb_up Like (47)
comment Reply (0)
thumb_up 47 likes
C
From ruined cities to space colonies and other dimensions and beyond, the world is constantly changing. This new releases features upwards of ten times the number of unique assets when compared to the previous game - all with a big bump to detail.
From ruined cities to space colonies and other dimensions and beyond, the world is constantly changing. This new releases features upwards of ten times the number of unique assets when compared to the previous game - all with a big bump to detail.
thumb_up Like (36)
comment Reply (0)
thumb_up 36 likes
V
Watch on YouTube Doom Eternal - the Digital Foundry tech review, covering all aspects of the game's tech plus a behind-the-scenes look at some of id's new tools. A large part of this increased level of detail stems from the shift away from id's legacy megatexture technology. Originally created for Rage, megatextures were designed to allow increased variety by storing texture data in a large texture atlas that could be referenced based on what was needed on-screen at any moment.
Watch on YouTube Doom Eternal - the Digital Foundry tech review, covering all aspects of the game's tech plus a behind-the-scenes look at some of id's new tools. A large part of this increased level of detail stems from the shift away from id's legacy megatexture technology. Originally created for Rage, megatextures were designed to allow increased variety by storing texture data in a large texture atlas that could be referenced based on what was needed on-screen at any moment.
thumb_up Like (22)
comment Reply (3)
thumb_up 22 likes
comment 3 replies
D
Daniel Kumar 11 minutes ago
Streaming texture data in and out made sense on a platform like PlayStation 3 with limited memory bu...
C
Christopher Lee 25 minutes ago
For id Tech 7, the team has crafted a high performance image streaming solution instead, meaning muc...
S
Streaming texture data in and out made sense on a platform like PlayStation 3 with limited memory but it didn't scale well and has a lot of limitations. Disk space requirements were huge, iterating on textures required a lot of time and quality was compromised by multiple steps of compression. Even on fast PCs, texture pop-in remained an issue in Doom 2016.
Streaming texture data in and out made sense on a platform like PlayStation 3 with limited memory but it didn't scale well and has a lot of limitations. Disk space requirements were huge, iterating on textures required a lot of time and quality was compromised by multiple steps of compression. Even on fast PCs, texture pop-in remained an issue in Doom 2016.
thumb_up Like (32)
comment Reply (2)
thumb_up 32 likes
comment 2 replies
L
Lucas Martinez 27 minutes ago
For id Tech 7, the team has crafted a high performance image streaming solution instead, meaning muc...
J
Jack Thompson 25 minutes ago
There's added flexibility too. The geometry decal system which has been expanded to allow artis...
W
For id Tech 7, the team has crafted a high performance image streaming solution instead, meaning much higher resolution textures. The move away from megatextures means that artists can more quickly make changes, combine layers and generally build more interesting assets without the same drawbacks as id Tech 6.
For id Tech 7, the team has crafted a high performance image streaming solution instead, meaning much higher resolution textures. The move away from megatextures means that artists can more quickly make changes, combine layers and generally build more interesting assets without the same drawbacks as id Tech 6.
thumb_up Like (12)
comment Reply (2)
thumb_up 12 likes
comment 2 replies
A
Ava White 10 minutes ago
There's added flexibility too. The geometry decal system which has been expanded to allow artis...
D
Daniel Kumar 9 minutes ago
These decals can be moved around wherever the artist wants allowing for increased experimentation an...
L
There's added flexibility too. The geometry decal system which has been expanded to allow artists to direct place decals directly on models during asset creation.
There's added flexibility too. The geometry decal system which has been expanded to allow artists to direct place decals directly on models during asset creation.
thumb_up Like (36)
comment Reply (1)
thumb_up 36 likes
comment 1 replies
E
Elijah Patel 3 minutes ago
These decals can be moved around wherever the artist wants allowing for increased experimentation an...
A
These decals can be moved around wherever the artist wants allowing for increased experimentation and efficiency. The key here is that artists can create all these different materials then simply paint over the surfaces to create the desired look.
These decals can be moved around wherever the artist wants allowing for increased experimentation and efficiency. The key here is that artists can create all these different materials then simply paint over the surfaces to create the desired look.
thumb_up Like (5)
comment Reply (0)
thumb_up 5 likes
S
Another element in pushing forward detail lies in geometry. Doom Eternal features dramatically more complex scenes with an average of 8 to 10 times more triangles per scene. Laid out raw, you might have as many as 80 to 90 million triangles in view.
Another element in pushing forward detail lies in geometry. Doom Eternal features dramatically more complex scenes with an average of 8 to 10 times more triangles per scene. Laid out raw, you might have as many as 80 to 90 million triangles in view.
thumb_up Like (47)
comment Reply (1)
thumb_up 47 likes
comment 1 replies
C
Chloe Santos 61 minutes ago
Today's current-gen machines would likely buckle under this load which is where the new triangl...
A
Today's current-gen machines would likely buckle under this load which is where the new triangle and occlusion culling system comes into play. Basically, the CPU determines which surfaces aren't needed during rendering and rejects them. A small software buffer (which is basically a small texture created every frame) tells the game which surfaces are occluded and this info is sent to the GPU.
Today's current-gen machines would likely buckle under this load which is where the new triangle and occlusion culling system comes into play. Basically, the CPU determines which surfaces aren't needed during rendering and rejects them. A small software buffer (which is basically a small texture created every frame) tells the game which surfaces are occluded and this info is sent to the GPU.
thumb_up Like (16)
comment Reply (3)
thumb_up 16 likes
comment 3 replies
M
Madison Singh 1 minutes ago
This helps the game draw only the visible triangles each frame and its efficiency allows the team to...
G
Grace Liu 4 minutes ago
Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SGeo decals are among the features that are fade...
L
This helps the game draw only the visible triangles each frame and its efficiency allows the team to utilise higher density meshes to build the world. Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SDoom Eternal retains the full set of effects across all four consoles but clearly resolution differs. Xbox One X and PS4 Pro appear noticeably sharper throughout the game.
This helps the game draw only the visible triangles each frame and its efficiency allows the team to utilise higher density meshes to build the world. Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SDoom Eternal retains the full set of effects across all four consoles but clearly resolution differs. Xbox One X and PS4 Pro appear noticeably sharper throughout the game.
thumb_up Like (20)
comment Reply (3)
thumb_up 20 likes
comment 3 replies
V
Victoria Lopez 30 minutes ago
Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SGeo decals are among the features that are fade...
N
Noah Davis 7 minutes ago
Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SThis shot was taken immediately after a camera ...
T
Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SGeo decals are among the features that are faded out at a distance on base consoles but it's difficult to notice due to the lower resolution. Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SVisual differences are kept to a minimum but you'll notice some minor boost in fidelity if you look closely. Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SThis scene demonstrates the more aggressive LOD usage on the base machines while once again showcasing the advantage of higher rendering resolutions.
Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SGeo decals are among the features that are faded out at a distance on base consoles but it's difficult to notice due to the lower resolution. Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SVisual differences are kept to a minimum but you'll notice some minor boost in fidelity if you look closely. Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SThis scene demonstrates the more aggressive LOD usage on the base machines while once again showcasing the advantage of higher rendering resolutions.
thumb_up Like (22)
comment Reply (2)
thumb_up 22 likes
comment 2 replies
E
Elijah Patel 24 minutes ago
Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SThis shot was taken immediately after a camera ...
M
Madison Singh 33 minutes ago
This is coupled with a new LOD system that is designed to effectively switch between detail levels o...
C
Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SThis shot was taken immediately after a camera cut, giving you an idea of what the game might look like without TAA - which requires previous frame data. Launch comparison tool Please enable JavaScript to use our comparison tools.
Xbox One X PlayStation 4 Pro PlayStation 4 Xbox One SThis shot was taken immediately after a camera cut, giving you an idea of what the game might look like without TAA - which requires previous frame data. Launch comparison tool Please enable JavaScript to use our comparison tools.
thumb_up Like (6)
comment Reply (0)
thumb_up 6 likes
J
This is coupled with a new LOD system that is designed to effectively switch between detail levels on models without interrupting the presentation. This works by determining how much of screen-space an object occupies on-screen at a per pixel level, then using the factor generated to decide uniformly when to switch LODs. There's also a new light culling system which allows for per-pixel depth information to be read on each light.
This is coupled with a new LOD system that is designed to effectively switch between detail levels on models without interrupting the presentation. This works by determining how much of screen-space an object occupies on-screen at a per pixel level, then using the factor generated to decide uniformly when to switch LODs. There's also a new light culling system which allows for per-pixel depth information to be read on each light.
thumb_up Like (1)
comment Reply (3)
thumb_up 1 likes
comment 3 replies
V
Victoria Lopez 48 minutes ago
By rejecting unnecessary pixels per-light, designers have more flexibility in terms of how many ligh...
C
Charlotte Lee 26 minutes ago
Ultimately, a lot of focus has been poured into more aggressively managing what does and does not ap...
N
By rejecting unnecessary pixels per-light, designers have more flexibility in terms of how many lights per scene can be utilised. That means more dynamic and point lights in every stage.
By rejecting unnecessary pixels per-light, designers have more flexibility in terms of how many lights per scene can be utilised. That means more dynamic and point lights in every stage.
thumb_up Like (49)
comment Reply (0)
thumb_up 49 likes
D
Ultimately, a lot of focus has been poured into more aggressively managing what does and does not appear on screen. These techniques are a key part of optimisation and a big part of why Doom Eternal can throw around much more detail per scene.
Ultimately, a lot of focus has been poured into more aggressively managing what does and does not appear on screen. These techniques are a key part of optimisation and a big part of why Doom Eternal can throw around much more detail per scene.
thumb_up Like (1)
comment Reply (1)
thumb_up 1 likes
comment 1 replies
A
Amelia Singh 34 minutes ago
Other features are entirely revamped too - such as the gore system. Each model is comprised of multi...
S
Other features are entirely revamped too - such as the gore system. Each model is comprised of multiple geometry layers smashed together.
Other features are entirely revamped too - such as the gore system. Each model is comprised of multiple geometry layers smashed together.
thumb_up Like (38)
comment Reply (2)
thumb_up 38 likes
comment 2 replies
L
Lucas Martinez 11 minutes ago
The idea is that you can dynamically clip chunks of the model apart revealing layers below the prima...
M
Mason Rodriguez 2 minutes ago
There's also an improved blood splatter system that is combined with the destructible demo syst...
M
The idea is that you can dynamically clip chunks of the model apart revealing layers below the primary surface - perfect when it comes to chainsawing enemies to pieces. Everything is built around unified rigs that are designed to be easy to edit, enabling faster content creation and more creative dismemberment.
The idea is that you can dynamically clip chunks of the model apart revealing layers below the primary surface - perfect when it comes to chainsawing enemies to pieces. Everything is built around unified rigs that are designed to be easy to edit, enabling faster content creation and more creative dismemberment.
thumb_up Like (15)
comment Reply (0)
thumb_up 15 likes
E
There's also an improved blood splatter system that is combined with the destructible demo system. This all works in tandem to create enemies that feel more like fleshy beings as opposed to static models.
There's also an improved blood splatter system that is combined with the destructible demo system. This all works in tandem to create enemies that feel more like fleshy beings as opposed to static models.
thumb_up Like (38)
comment Reply (1)
thumb_up 38 likes
comment 1 replies
E
Ethan Thomas 13 minutes ago
Your weapon has a genuine impact on enemies as you engage in combat making it feel as if you're...
D
Your weapon has a genuine impact on enemies as you engage in combat making it feel as if you're doing real damage. Watch on YouTube In this video, Doom Eternal executive producer and id software studio director, Marty Stratton discusses Doom Eternal engine upgrades with the new id Tech 7. Id Tech 7 also supports Alembic animation caching - a technique pioneered by Industrial Light and Magic almost ten years ago.
Your weapon has a genuine impact on enemies as you engage in combat making it feel as if you're doing real damage. Watch on YouTube In this video, Doom Eternal executive producer and id software studio director, Marty Stratton discusses Doom Eternal engine upgrades with the new id Tech 7. Id Tech 7 also supports Alembic animation caching - a technique pioneered by Industrial Light and Magic almost ten years ago.
thumb_up Like (33)
comment Reply (2)
thumb_up 33 likes
comment 2 replies
C
Chloe Santos 87 minutes ago
This enables complex, reusable animations to playback effortlessly in real-time allowing more nuance...
C
Charlotte Lee 37 minutes ago
Alembic animation is used all over the game: writhing tentacles and demonic bits pulsate realistic, ...
D
This enables complex, reusable animations to playback effortlessly in real-time allowing more nuanced animations and events. We've seen this before in games such as Gears 5 but Doom Eternal utilises it everywhere - and to spectacular effect in some of the game's impressive real-time set-pieces. It's impressive at the macro scale - but also on the micro scale too.
This enables complex, reusable animations to playback effortlessly in real-time allowing more nuanced animations and events. We've seen this before in games such as Gears 5 but Doom Eternal utilises it everywhere - and to spectacular effect in some of the game's impressive real-time set-pieces. It's impressive at the macro scale - but also on the micro scale too.
thumb_up Like (37)
comment Reply (2)
thumb_up 37 likes
comment 2 replies
I
Isabella Johnson 34 minutes ago
Alembic animation is used all over the game: writhing tentacles and demonic bits pulsate realistic, ...
O
Oliver Taylor 24 minutes ago
Each stage in the game is larger than anything in Doom 2016 while offering more geometry, higher res...
E
Alembic animation is used all over the game: writhing tentacles and demonic bits pulsate realistic, for instance, and this is done using Alembic. All of this data is streamed as needed but relatively light on resources, but the effective is transformative - the world is constantly animated. The cumulative effect of all of these technologies is simply stunning.
Alembic animation is used all over the game: writhing tentacles and demonic bits pulsate realistic, for instance, and this is done using Alembic. All of this data is streamed as needed but relatively light on resources, but the effective is transformative - the world is constantly animated. The cumulative effect of all of these technologies is simply stunning.
thumb_up Like (26)
comment Reply (2)
thumb_up 26 likes
comment 2 replies
A
Alexander Wang 45 minutes ago
Each stage in the game is larger than anything in Doom 2016 while offering more geometry, higher res...
L
Liam Wilson 1 minutes ago
Obviously, some sacrifices are made as not all platforms are created equally, but there are no '...
A
Each stage in the game is larger than anything in Doom 2016 while offering more geometry, higher resolution materials, additional animation and a wealth of dynamic lights. It's also packed with more variety on top of that. For my money, it's one of the best-looking games ever made - and the good news is that the experience is brilliant on all systems.
Each stage in the game is larger than anything in Doom 2016 while offering more geometry, higher resolution materials, additional animation and a wealth of dynamic lights. It's also packed with more variety on top of that. For my money, it's one of the best-looking games ever made - and the good news is that the experience is brilliant on all systems.
thumb_up Like (26)
comment Reply (3)
thumb_up 26 likes
comment 3 replies
K
Kevin Wang 49 minutes ago
Obviously, some sacrifices are made as not all platforms are created equally, but there are no '...
C
Charlotte Lee 76 minutes ago
The mix of TAA and temporal upsampling enables a clean image on all machines, even when the base pix...
H
Obviously, some sacrifices are made as not all platforms are created equally, but there are no 'bad' ports here. In terms of image quality, id has taken great care to ensure minimal aliasing across the board.
Obviously, some sacrifices are made as not all platforms are created equally, but there are no 'bad' ports here. In terms of image quality, id has taken great care to ensure minimal aliasing across the board.
thumb_up Like (28)
comment Reply (1)
thumb_up 28 likes
comment 1 replies
E
Ethan Thomas 5 minutes ago
The mix of TAA and temporal upsampling enables a clean image on all machines, even when the base pix...
I
The mix of TAA and temporal upsampling enables a clean image on all machines, even when the base pixel count is rather low. The major differentiating factor is clarity.
The mix of TAA and temporal upsampling enables a clean image on all machines, even when the base pixel count is rather low. The major differentiating factor is clarity.
thumb_up Like (17)
comment Reply (2)
thumb_up 17 likes
comment 2 replies
H
Henry Schmidt 80 minutes ago
At the top of the stack we have Xbox One X which tops out at 1800p, while PS4 Pro comes in with a ma...
A
Aria Nguyen 109 minutes ago
Xbox One X takes pole position here with a resolution that seems to stay above 1440p even in busy sc...
L
At the top of the stack we have Xbox One X which tops out at 1800p, while PS4 Pro comes in with a maximum resolution of 1440p. The vanilla PS4 is maxes out at 1080p and Xbox One S hits a high of 900p. In all cases, dynamic resolution scaling is implemented to ensure consistent performance.
At the top of the stack we have Xbox One X which tops out at 1800p, while PS4 Pro comes in with a maximum resolution of 1440p. The vanilla PS4 is maxes out at 1080p and Xbox One S hits a high of 900p. In all cases, dynamic resolution scaling is implemented to ensure consistent performance.
thumb_up Like (6)
comment Reply (3)
thumb_up 6 likes
comment 3 replies
J
James Smith 30 minutes ago
Xbox One X takes pole position here with a resolution that seems to stay above 1440p even in busy sc...
G
Grace Liu 32 minutes ago
Image quality is fantastic, all things considered. Doom Eternal can deliver scenes with 80 to 90 mil...
B
Xbox One X takes pole position here with a resolution that seems to stay above 1440p even in busy scenes, dropping to 1080p or maybe slightly below in the busiest scenes. Both base consoles can drop to near 720p, though PS4 never quite drops that low. Of the four, the base Xbox One is the only version that regularly appears blurry during normal gameplay, but at least aliasing is kept to a minimum across all platforms.
Xbox One X takes pole position here with a resolution that seems to stay above 1440p even in busy scenes, dropping to 1080p or maybe slightly below in the busiest scenes. Both base consoles can drop to near 720p, though PS4 never quite drops that low. Of the four, the base Xbox One is the only version that regularly appears blurry during normal gameplay, but at least aliasing is kept to a minimum across all platforms.
thumb_up Like (39)
comment Reply (3)
thumb_up 39 likes
comment 3 replies
H
Hannah Kim 57 minutes ago
Image quality is fantastic, all things considered. Doom Eternal can deliver scenes with 80 to 90 mil...
S
Sofia Garcia 87 minutes ago
Beyond resolution, settings also differ per platform. The base systems offer detail levels consisten...
I
Image quality is fantastic, all things considered. Doom Eternal can deliver scenes with 80 to 90 million triangles, using CPU-driven culling techniques to stop the GPU from grinding to a halt.
Image quality is fantastic, all things considered. Doom Eternal can deliver scenes with 80 to 90 million triangles, using CPU-driven culling techniques to stop the GPU from grinding to a halt.
thumb_up Like (41)
comment Reply (1)
thumb_up 41 likes
comment 1 replies
J
James Smith 13 minutes ago
Beyond resolution, settings also differ per platform. The base systems offer detail levels consisten...
D
Beyond resolution, settings also differ per platform. The base systems offer detail levels consistent with the PC version set to medium while Xbox One X and PS4 Pro use a mix of high and ultra settings. One of the primary optimisations relates to LOD distance - the point where the game swaps between higher and lower detail models based on distance from the camera.
Beyond resolution, settings also differ per platform. The base systems offer detail levels consistent with the PC version set to medium while Xbox One X and PS4 Pro use a mix of high and ultra settings. One of the primary optimisations relates to LOD distance - the point where the game swaps between higher and lower detail models based on distance from the camera.
thumb_up Like (41)
comment Reply (0)
thumb_up 41 likes
G
LOD is related to pixel count, so the base consoles routinely use lower detail LODs, but because it's tied to resolution, there's little in the way of noticeable object pop-in - it feels stable on all platforms. Only when you compare the vanilla machines with PS4 Pro or Xbox One X do you notice the difference.
LOD is related to pixel count, so the base consoles routinely use lower detail LODs, but because it's tied to resolution, there's little in the way of noticeable object pop-in - it feels stable on all platforms. Only when you compare the vanilla machines with PS4 Pro or Xbox One X do you notice the difference.
thumb_up Like (41)
comment Reply (3)
thumb_up 41 likes
comment 3 replies
E
Emma Wilson 39 minutes ago
Beyond the basic settings, however, the visual quality is comparable overall. Most effects are consi...
D
Daniel Kumar 55 minutes ago
However, the real takeaway here is that performance is so much more consistent than Doom 2016, despi...
E
Beyond the basic settings, however, the visual quality is comparable overall. Most effects are consistent across the board - the full suite of post-processing is utilised everywhere and the game looks great in all cases. Performance is also impressive, with a nigh-on locked 60fps on the enhanced machines, marred only by what seem to be occasional hiccups in I/O - which curiously manifested more noticeably on Xbox One X.
Beyond the basic settings, however, the visual quality is comparable overall. Most effects are consistent across the board - the full suite of post-processing is utilised everywhere and the game looks great in all cases. Performance is also impressive, with a nigh-on locked 60fps on the enhanced machines, marred only by what seem to be occasional hiccups in I/O - which curiously manifested more noticeably on Xbox One X.
thumb_up Like (38)
comment Reply (3)
thumb_up 38 likes
comment 3 replies
N
Nathan Chen 32 minutes ago
However, the real takeaway here is that performance is so much more consistent than Doom 2016, despi...
E
Emma Wilson 43 minutes ago
On PS4, for instance, the minor dips in frame-rate are simply a little more frequent, but ultimately...
A
However, the real takeaway here is that performance is so much more consistent than Doom 2016, despite the huge increase in fidelity across the board. Neither PlayStation 4 nor Xbox One S deliver quite the same level of stability as the enhanced consoles but they're not that far off.
However, the real takeaway here is that performance is so much more consistent than Doom 2016, despite the huge increase in fidelity across the board. Neither PlayStation 4 nor Xbox One S deliver quite the same level of stability as the enhanced consoles but they're not that far off.
thumb_up Like (49)
comment Reply (2)
thumb_up 49 likes
comment 2 replies
I
Isaac Schmidt 100 minutes ago
On PS4, for instance, the minor dips in frame-rate are simply a little more frequent, but ultimately...
N
Natalie Lopez 89 minutes ago
Given the relative lack of power in this system, however, the results are impressive and if you own ...
S
On PS4, for instance, the minor dips in frame-rate are simply a little more frequent, but ultimately this is a rather minor issue. Xbox One S is a similar story but here, the dips are even more pronounced.
On PS4, for instance, the minor dips in frame-rate are simply a little more frequent, but ultimately this is a rather minor issue. Xbox One S is a similar story but here, the dips are even more pronounced.
thumb_up Like (28)
comment Reply (1)
thumb_up 28 likes
comment 1 replies
S
Scarlett Brown 20 minutes ago
Given the relative lack of power in this system, however, the results are impressive and if you own ...
H
Given the relative lack of power in this system, however, the results are impressive and if you own the S, I can still strongly recommend the game. All of which is to say that I feel the team met its 60fps goal.
Given the relative lack of power in this system, however, the results are impressive and if you own the S, I can still strongly recommend the game. All of which is to say that I feel the team met its 60fps goal.
thumb_up Like (33)
comment Reply (3)
thumb_up 33 likes
comment 3 replies
K
Kevin Wang 10 minutes ago
Doom Eternal is more stable than Wolfenstein 2 from Machine Games and even smoother than Doom 2016. ...
J
Julia Zhang 58 minutes ago
Of course, the PC version is the way to go if you have the hardware as it supports much higher frame...
M
Doom Eternal is more stable than Wolfenstein 2 from Machine Games and even smoother than Doom 2016. It just looks and plays nicely on all platforms. Doom Eternal is one of the few triple-A PC titles to deliver consistent enough performance to full exploit ultra high refresh rate monitors.
Doom Eternal is more stable than Wolfenstein 2 from Machine Games and even smoother than Doom 2016. It just looks and plays nicely on all platforms. Doom Eternal is one of the few triple-A PC titles to deliver consistent enough performance to full exploit ultra high refresh rate monitors.
thumb_up Like (11)
comment Reply (3)
thumb_up 11 likes
comment 3 replies
J
James Smith 113 minutes ago
Of course, the PC version is the way to go if you have the hardware as it supports much higher frame...
A
Andrew Wilson 20 minutes ago
In-game performance varied between 300 to 500 frames per second and Doom Eternal becomes one of the ...
A
Of course, the PC version is the way to go if you have the hardware as it supports much higher frame-rates all around. I'm running a rather powerful rig equipped with a 16-core Intel i9 7960X and an RTX 2080 Tiso you'd expect greater performance and it's delivered without issue. In the marketing push up to launch, id promised astonishing performance and the team has delivered.
Of course, the PC version is the way to go if you have the hardware as it supports much higher frame-rates all around. I'm running a rather powerful rig equipped with a 16-core Intel i9 7960X and an RTX 2080 Tiso you'd expect greater performance and it's delivered without issue. In the marketing push up to launch, id promised astonishing performance and the team has delivered.
thumb_up Like (22)
comment Reply (3)
thumb_up 22 likes
comment 3 replies
K
Kevin Wang 17 minutes ago
In-game performance varied between 300 to 500 frames per second and Doom Eternal becomes one of the ...
D
Dylan Patel 32 minutes ago
It's simply a terrific game. At its core, between the colorful visuals, anti-gravity antics and...
A
In-game performance varied between 300 to 500 frames per second and Doom Eternal becomes one of the very few triple-A games that can actually deliver sustained, consistent performance for high refresh rate screens - up to and including the latest 360Hz displays. So, the game is fast, optimal and beautiful - and one of the most impressive looking titles I've ever played. The mix of performance and detail is just perfect but it's not just a pretty face - there's a lot more to Doom Eternal beyond its technology.
In-game performance varied between 300 to 500 frames per second and Doom Eternal becomes one of the very few triple-A games that can actually deliver sustained, consistent performance for high refresh rate screens - up to and including the latest 360Hz displays. So, the game is fast, optimal and beautiful - and one of the most impressive looking titles I've ever played. The mix of performance and detail is just perfect but it's not just a pretty face - there's a lot more to Doom Eternal beyond its technology.
thumb_up Like (27)
comment Reply (0)
thumb_up 27 likes
H
It's simply a terrific game. At its core, between the colorful visuals, anti-gravity antics and fast pace, it feels like a mix of Doom and Quake 3 Arena in single-player form. Levels are designed around light exploration with secrets and keycards to find but combat is still the primary focus.
It's simply a terrific game. At its core, between the colorful visuals, anti-gravity antics and fast pace, it feels like a mix of Doom and Quake 3 Arena in single-player form. Levels are designed around light exploration with secrets and keycards to find but combat is still the primary focus.
thumb_up Like (43)
comment Reply (0)
thumb_up 43 likes
K
There is much more in the way of platforming and aerial combat this time. Jump pads, climbing surfaces and huge open areas specifically recall some of the crazier Quake 3 maps while the grappling hook on the super shotgun becomes one of the most enjoyable weapons in the game, serving as a slingshot of sorts. With Doom Eternal, I feel that id has made a clear distinction between new Doom and classic Doom - and that's great.
There is much more in the way of platforming and aerial combat this time. Jump pads, climbing surfaces and huge open areas specifically recall some of the crazier Quake 3 maps while the grappling hook on the super shotgun becomes one of the most enjoyable weapons in the game, serving as a slingshot of sorts. With Doom Eternal, I feel that id has made a clear distinction between new Doom and classic Doom - and that's great.
thumb_up Like (9)
comment Reply (3)
thumb_up 9 likes
comment 3 replies
V
Victoria Lopez 16 minutes ago
The original still holds up but I appreciate the way in which Eternal builds on some of those concep...
E
Elijah Patel 75 minutes ago
And that's why I feel it's an essential purchase. It's a lengthy single-player advent...
M
The original still holds up but I appreciate the way in which Eternal builds on some of those concepts while breaking new ground. It respects the past without being beholden to it - Doom Eternal is very much its own game.
The original still holds up but I appreciate the way in which Eternal builds on some of those concepts while breaking new ground. It respects the past without being beholden to it - Doom Eternal is very much its own game.
thumb_up Like (3)
comment Reply (3)
thumb_up 3 likes
comment 3 replies
R
Ryan Garcia 17 minutes ago
And that's why I feel it's an essential purchase. It's a lengthy single-player advent...
J
Julia Zhang 67 minutes ago
Put simply, I can't recommend it enough. Without question, Doom Eternal is one of the best acti...
M
And that's why I feel it's an essential purchase. It's a lengthy single-player adventure packed with interesting stages, enjoyable combat and brilliant presentation.
And that's why I feel it's an essential purchase. It's a lengthy single-player adventure packed with interesting stages, enjoyable combat and brilliant presentation.
thumb_up Like (36)
comment Reply (3)
thumb_up 36 likes
comment 3 replies
N
Natalie Lopez 35 minutes ago
Put simply, I can't recommend it enough. Without question, Doom Eternal is one of the best acti...
E
Ethan Thomas 2 minutes ago
Will you support the Digital Foundry team? Digital Foundry specialises in technical analysis of gami...
E
Put simply, I can't recommend it enough. Without question, Doom Eternal is one of the best action games of the generation.
Put simply, I can't recommend it enough. Without question, Doom Eternal is one of the best action games of the generation.
thumb_up Like (15)
comment Reply (2)
thumb_up 15 likes
comment 2 replies
C
Chloe Santos 51 minutes ago
Will you support the Digital Foundry team? Digital Foundry specialises in technical analysis of gami...
O
Oliver Taylor 21 minutes ago
So we did. Our videos are multi-gigabyte files and we've chosen a high quality provider to ensu...
A
Will you support the Digital Foundry team? Digital Foundry specialises in technical analysis of gaming hardware and software, using state-of-the-art capture systems and bespoke software to show you how well games and hardware run, visualising precisely what they're capable of. In order to show you what 4K gaming actually looks like we needed to build our own platform to supply high quality 4K video for offline viewing.
Will you support the Digital Foundry team? Digital Foundry specialises in technical analysis of gaming hardware and software, using state-of-the-art capture systems and bespoke software to show you how well games and hardware run, visualising precisely what they're capable of. In order to show you what 4K gaming actually looks like we needed to build our own platform to supply high quality 4K video for offline viewing.
thumb_up Like (2)
comment Reply (3)
thumb_up 2 likes
comment 3 replies
L
Luna Park 4 minutes ago
So we did. Our videos are multi-gigabyte files and we've chosen a high quality provider to ensu...
L
Liam Wilson 11 minutes ago
We think it's a small price to pay for unlimited access to top-tier quality encodes of our cont...
J
So we did. Our videos are multi-gigabyte files and we've chosen a high quality provider to ensure fast downloads. However, that bandwidth isn't free and so we charge a small monthly subscription fee of £4.50.
So we did. Our videos are multi-gigabyte files and we've chosen a high quality provider to ensure fast downloads. However, that bandwidth isn't free and so we charge a small monthly subscription fee of £4.50.
thumb_up Like (48)
comment Reply (2)
thumb_up 48 likes
comment 2 replies
W
William Brown 176 minutes ago
We think it's a small price to pay for unlimited access to top-tier quality encodes of our cont...
D
Dylan Patel 158 minutes ago
Support Digital Foundry Find out more about the benefits of our Patreon More Features Digital Foun...
J
We think it's a small price to pay for unlimited access to top-tier quality encodes of our content. Thank you.
We think it's a small price to pay for unlimited access to top-tier quality encodes of our content. Thank you.
thumb_up Like (15)
comment Reply (1)
thumb_up 15 likes
comment 1 replies
C
Chloe Santos 181 minutes ago
Support Digital Foundry Find out more about the benefits of our Patreon More Features Digital Foun...
L
Support Digital Foundry Find out more about the benefits of our Patreon 
 More Features Digital Foundry  Nvidia GeForce RTX 4090: a new level in graphics performance The Digital Foundry video review - and how the new GPU champion delivers for 4K 120fps gaming. 12 Feature  Evercore Heroes wants to wind people up the right way "There's less rage at them, because they didn't end your fun." Feature  What games get wrong about horses And what they could do about it. 34 Feature  Shout out to all the Overwatch supports - where would we be without you?
Support Digital Foundry Find out more about the benefits of our Patreon More Features Digital Foundry Nvidia GeForce RTX 4090: a new level in graphics performance The Digital Foundry video review - and how the new GPU champion delivers for 4K 120fps gaming. 12 Feature Evercore Heroes wants to wind people up the right way "There's less rage at them, because they didn't end your fun." Feature What games get wrong about horses And what they could do about it. 34 Feature Shout out to all the Overwatch supports - where would we be without you?
thumb_up Like (32)
comment Reply (2)
thumb_up 32 likes
comment 2 replies
S
Sophia Chen 58 minutes ago
Merci. 55 Latest Articles Preview Football Manager's new Console edition is the best you&...
A
Aria Nguyen 79 minutes ago
Splatoon 3 Amiibos will be out next month Ink-coming! 3 Fans think Phil Spencer's shelf is t...
A
Merci. 55 
 Latest Articles Preview  Football Manager's new Console edition is the best you'll get without a PC Getting Touch-right.
Merci. 55 Latest Articles Preview Football Manager's new Console edition is the best you'll get without a PC Getting Touch-right.
thumb_up Like (41)
comment Reply (1)
thumb_up 41 likes
comment 1 replies
E
Evelyn Zhang 32 minutes ago
Splatoon 3 Amiibos will be out next month Ink-coming! 3 Fans think Phil Spencer's shelf is t...
O
Splatoon 3 Amiibos will be out next month Ink-coming! 3 Fans think Phil Spencer's shelf is teasing the Xbox Game Pass streaming box UPDATE: Xbox confirms old Keystone prototype.
Splatoon 3 Amiibos will be out next month Ink-coming! 3 Fans think Phil Spencer's shelf is teasing the Xbox Game Pass streaming box UPDATE: Xbox confirms old Keystone prototype.
thumb_up Like (9)
comment Reply (1)
thumb_up 9 likes
comment 1 replies
C
Charlotte Lee 77 minutes ago
59 Modder dives into Demon's Souls files following PS5 jailbreak, discovers fabled Ring of t...
D
59 Modder dives into Demon's Souls files following PS5 jailbreak, discovers fabled Ring of the Chieftain Who knows what's nexus? 4 
 Supporters Only Premium only  Off Topic: Take a minute to appreciate Cookin' with Coolio's incredible scallops recipe.
59 Modder dives into Demon's Souls files following PS5 jailbreak, discovers fabled Ring of the Chieftain Who knows what's nexus? 4 Supporters Only Premium only Off Topic: Take a minute to appreciate Cookin' with Coolio's incredible scallops recipe.
thumb_up Like (49)
comment Reply (2)
thumb_up 49 likes
comment 2 replies
J
James Smith 75 minutes ago
What a great book. Premium only Off Topic: Reading City of Glass in comic form "Where exact...
E
Elijah Patel 102 minutes ago
9 Buy things with globes on them And other lovely Eurogamer merch in our official store! Explore our...
L
What a great book. Premium only  Off Topic: Reading City of Glass in comic form "Where exactly am I going?" Premium only  Off Topic: Il Buco is a transporting film about a really big hole Underlands. Off-Topic  Netflix handled Sandman brilliantly It was Dreamy.
What a great book. Premium only Off Topic: Reading City of Glass in comic form "Where exactly am I going?" Premium only Off Topic: Il Buco is a transporting film about a really big hole Underlands. Off-Topic Netflix handled Sandman brilliantly It was Dreamy.
thumb_up Like (2)
comment Reply (3)
thumb_up 2 likes
comment 3 replies
H
Hannah Kim 10 minutes ago
9 Buy things with globes on them And other lovely Eurogamer merch in our official store! Explore our...
G
Grace Liu 42 minutes ago
Doom Eternal analysis: how id Tech 7 pushes current-gen consoles to the limit Eurogamer.net If you ...
H
9 Buy things with globes on them And other lovely Eurogamer merch in our official store! Explore our store
9 Buy things with globes on them And other lovely Eurogamer merch in our official store! Explore our store
thumb_up Like (44)
comment Reply (3)
thumb_up 44 likes
comment 3 replies
J
Jack Thompson 207 minutes ago
Doom Eternal analysis: how id Tech 7 pushes current-gen consoles to the limit Eurogamer.net If you ...
E
Ella Rodriguez 41 minutes ago
Feature by John Linneman Senior Staff Writer, Digital Foundry Updated on 29 Mar 2020 80 comments Doo...

Write a Reply