Doom Eternal is in almost every way a further development of an already excellent title.
In 2016, ID Software - the inventors of the 3D EGO Shooter - restarted the system Untang franchise after over a decade of rest. 2004 years doom 3 had had a mixed critical reception. Players and critics were equally believed that at the expense of the frenetic action, it was slightly too far into the area of survival harrow NECHT was so well known for. 2016 Neargang seemed to be designed to dispel the suspicion that the franchise deviated from his roots. The eighth generation Untang The restart was a remorate, fast gore's festival of the old school.
If you have asked someone in 1993 what he expects neutze from the future it would not be far from it. Decisive for the success was the strong technical foundation Untang was built. The franchise reboot 2016 was the first game running on the new IDTECH 6 engine of ID software, the first iteration of the engine developed from scratch for eighth console generation. The game was celebrated as a technical masterpiece: It was not just one of the best-looking titles on the console, but also one of the most powerful, who even on the Xbox One nearly 60 locked 60 fps without excessive compromises delivered to image quality.
Four years later, at the end of the eighth console generation, ID published a continuation, the IDTech 7-powered doom EWIG. Doom EWIG is in almost every way a further development of an already excellent title. The first title of the IDTech 7 engine is also a demonstrator for the upcoming work of ID at the Xbox Series X and PlayStation 5 in the coming years. Let's take a look at what makes DOOM EWIG tick on technical level.
Motor overview ****
As already mentioned, DOOM EWIG is the first game running with the IDTech 7 engine. In some ways, IDTech 7 is an iterative upgrade to IDTech 6, but in other terms, however, a significant revision. The most significant change in the engine was the rollback of the megatexture system. Megatexures were already introduced in Eleemy Territory in the 2000s: Quake Wars. The technology was considered a solution to a large technical problem of seventh generation: the absence of VRAM to the display of high-resolution, unique textures. Conventional systems used textural tiles in which small individual texture images were rotated over surfaces, mixed and tiled. The limited VRAM assignment on both consoles - 512 MB shared memory on the Xbox 360 and only 256 MB VRAM on the PlayStation 3 - limited the variety and size of the tiled textures.
The Megatexture solution has essentially created a gigantic texture for a whole level, referring to the coordinates, so that high-quality, unique texture work can be turned on and out on demand. While the Megatexture system in Rage 2010 delivered great results to Xbox 360 and PlayStation 3, the main reason for the presence of a limited VRAM was not a factor in eighth generation. However, Legacy technology has been maintained in IDTECH 5 games on PS4 and Xbox One like Wolfenstein: New Order and in 2016 Duing. This led that this special game had the biggest disadvantage of the Megatexture system: texture pop-in, even on systems with fast storage. Low quality texture assets would be visibly exchanged for higher quality assets in certain distances and over certain time periods.
With IDTech 7, id software megatextures have finally taken out of the picture. IDTech 7 uses a conventional texturing system based on tiles and mixing high-quality texture elements. Because the individual texture tiles and their variety are so much higher, the texture works in doom EWIG looks much better than in 2016 untergang. In addition, the game reduces the gigantic file size of the former. High quality megatextures consume a lot of storage space. By eliminating the technology, it has been able to reduce this software to reduce it DOOM Eternals File size by half compared to the Title 2016.
With regard to the lighting, DOOM EWIG uses a hybrid forward / deerred renderer, similar to the 2016 unterger. This approach combines the large number of dynamic light sources, which are made possible by delayed renders, with the performance and flexibility of a forward renderer. The lighting system really comes in combination with in the game doom Eternals particle effects, with a large number of dynamic particle effects act as emitting light sources.
Web quality and texture work
Doom EWIG pushes a remarkable 10 times so much geometry per scene as the 2016 iteration of the franchise. We speak of up to 90 million polygons per scene. If all these geometries were rendered at once, the performance itself would come to the fastest PCs of today. To resolve this, ID software has developed an advanced geometry-culling solution that loads and omits geometry based on the player view and the detail factor. Doom EWIG Innovations in relation to LOD transitions: The game changes between different LOD levels, depending on how much geometry per pixel is visible, so that the geometry in the scene is always as complex how the screen can actually be displayed.
This means that not only the performance is great, but that the models are of the highest possible quality at a certain distance in the game from the player. As mentioned earlier, the biggest change in terms of texture work had to do so that megatextures were scrapped. They were replaced by high-quality 2K and 4K texture assets. Thanks to the distance from Megatexturing, Doom Eternals Texture assets are far more diverse than 2016 dooms. And many textures in the game are of significantly higher quality. The best of all, the 2016 dooms is the texture pop-in, which is particularly noticeable when performing the game from a hard disk, was completely removed.
Particles and lighting
High-quality lighting has always been a strength of ID software. 2004 years doom 3 was one of the earliest games with a full-dynamic shadow system on template shadows. Doom 2016 and doom Ewig Both build here on a solid technological foundation. A revised vocal system for light sources enabled to place much more dynamic light scenes simultaneously by having distant light effects that the player would not see would be efficient. GPU accelerated particle rendering is used with high particle densities. Many effects such as explosions are completely illuminated for higher dynamics.
PC - key improvements
ID software was from the beginning a PC-centered developer. During the 2016 Untang looked good and ran well on all platforms. The PC was by far the platform of choice. This has not changed at all doom EWIG. The PC versions offer a range of settings and features that they differ from the gaming console saliations. For the beginning, the frame rate is completely unlimited. Doom EWIG is not a CPU intense game. This means that with sufficiently powerful hardware frame rates of more than 200 fps are possible, especially at lower resolutions. This also means that 4K / 60 FPS gameplay is possible, even on hardware as the RTX 2070 super, which is better suited for 1440p.
The settings for the settings vary from low to Ultra Nightmare. The largest performance difference results from DOOM Eternals settings for water and reflection quality. These two net performance increases are two digits when you fall to the high or medium presets.
While there is a series of adjustable settings, DOOM Eternals An excellent optimization means that most PC users do not have much or no compromise. Value-oriented hardware such as the RX 580 and the GTX 1060 can easily be operated more than 1080p / 60 fps and are even suitable for 1440p playback when the settings fall high. RTX 2060 Super-Class hardware easily executes the game with 4K. If you have a high-resolution monitor with a graphics card of the upper middle class, this game offers one of the best 4K experiences.
How are the consoles are stacking?
Through a combination of dynamic resolution scaling, excellent optimization and a thorough anti-aliasing solution DOOM EWIG scales well over a wide range of console hardware. The aim here is to maintain 60 fps so that the image quality is impaired to a certain extent to ensure high frame rates. The Xbox Series X offers the best experience. The resolution is achieved on the Microsoft platform with 1800p, with increments in more intense scenes. However, the console remains the most of the time in the upper area of the resolution scale, which leads to a relatively crisp image on 4K panels. The PS4 Pro affects the image quality a little more and reaches 1440p with burglaries underneath. While the presentation on 4K panels is noticeably softer, UNG EWIGE An excellent temporal anti-aliasing ensures a reasonably straight image.
Conclusion
ID has done it again. At the end of the eighth generation, as other titles entered compromises in terms of resolution and accuracy to get past 30 fps, ID managed to improve the visual quality almost generational and at the same time maintain a silky 60-FPS update for all destinations platforms. Just like the excursion in 2016, doom EWIG is a demonstration of how much a talented development team can achieve through optimization and intelligent use of technology.
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