DF - Doom Dark Ages PS5/PRO & Series S/X showdown.

industry leading graphics right here...

eMcIwgy.jpeg

In exchange for a stable framerate i would even take it, however..
 
Yes.

This is already dropping frames to mid/low 50s on the Pro dropping down to 1296p, higher settings would make the drops even more prominent.
sounds unoptimized but they can also utilize PSSR to improve the IQ.

My point was that I don't think there is some internal mandate and Bethesda should be called out on their shitty pro support.
 
Just like Indiana Jones, I'm calling it, there's definitely an internal mandate to not utilize PSSR and push ps5pro's true capabilities. It only makes xbox look worse in comparison.

Plenty of games don't use PSSR some of them are Sony first party games, The game uses RTGI which PSSR can't handle
without looking like shit because it lacks denoising
 
Uh, then go play the countless other games that do.

What kind of response is this?

I expect more from developers who aren't utilizing the hardware to its fullest, especially if they're from a developer like id who's normally technically very skilled.

Stop excusing mediocrity just because others are pulling their weight.
 
no RT reflections on console?
ok, PC version it is then for sure.

I take any way to get around having to suffer through looking at screne space reflections, aka. glorified graphics glitches.
 
What kind of response is this?

I expect more from developers who aren't utilizing the hardware to its fullest, especially if they're from a developer like id who's normally technically very skilled.

Stop excusing mediocrity just because others are pulling their weight.
You're missing the point. There are games out there that show clear advantages of the updated hardware, so a few Google clicks or a simple request from satisfied Pro owners would do you some good.
 
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Regular PS5 and series S are not very stable:

IEb6DcT.jpeg

You can still justify the drops on XSS, but not on PS5, and even less so on pro.

This is not what i would expect from this type of engine. If these versions do not get a patch it will be a bit suspicious.
 
Sounds like the game is just poorly optimized. Look at PC performance for comparison. Top of the line GPUs were getting crazy high framerates in Doom Eternal at 4k. Now the 4090 and 5090 are struggling to hit 120.

Really wish the PS5 Pro had a 120 option, even if it was a locked 1080p throughout.
 
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series x runs great here
why can't ps5 push locked 60 though ? is it CPU limited?

Nobody knows yet.

Even on PC things are looking a bit iffy from an optimisation point of view, which is out of character for this team:

skyA9U5.jpeg
 
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series x runs great here
why can't ps5 push locked 60 though ? is it CPU limited?

I'd expect it just being more optimised for Xbox given it's a first party game.

but given how the sharpening slider is broken on both, and that the FOV slider is broken on Xbox... I assume a day 1 patch will come out that polishes the game up a bit in general
 
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By now it's clear that PS5 Pro users can't expect anything from Bethesda games and I'm fairly certain thats on Microsoft not wanting to have their games look better on Playstation. Convince me otherwise.
This seems to be more of an issue with games using the id Tech engine. Activision has included PSSR and tweaked up settings for Black Ops 6 while Forza Horizon 5 also provided a much better console experience on the Pro. Tony Hawk is the next big release and that's Activision/Iron Galaxy so we'll see how that fares.
 
Nice! ID usually delivers.
Outside of the really low resolution on Series S it seems like a solid experience all around.
Pretty good visuals at decent resolutions and 60fps (with some drops on ps5, though at least within the VRR window)


In exchange for a stable framerate i would even take it, however..

Also that's like a 10X zoomed in picture of some detail in the background.
The overall image looks pretty good.
 
Sounds like the game is just poorly optimized. Look at PC performance for comparison. Top of the line GPUs were getting crazy high framerates in Doom Eternal at 4k. Now the 4090 and 5090 are struggling to hit 120.

Really wish the PS5 Pro had a 120 option, even if it was a locked 1080p throughout.

these 2 games aren't really comparable.
one is set in small levels and was designed for last gen consoles, while the other has massive open levels with way more enemies and is designed for current gen consoles.

the RTGI alone will increase GPU strain by a lot.
but I also bet something isn't working quite right with the PC settings.
just like how the sharpening and FOV settings are broken on Xbox currently, it wouldn't be surprising if the lower presets are also broken.

I'd generally wait for the day 1 version, maybe there's gonna be a patch on launch day
 
And the Series X and PS5 are designed to do 4k, how's that working out here?

Oh dear...

Nobody stood up there gaslighting and lying to people about the capabilities of the PS5 or even the Series X in comparison to hardware that is obviously more capable.

It is about setting realistic expectations, and they failed miserably with the Series S. So much so that they deleted the video that those screen grabs come from:

 
You're missing the point. There are other games out there that clearly show advantages of the updated hardware, and a few Google clicks or a simple request from other satisfied Pro owners would do you some good.

You've edited your post multiple times now in the space of 5 minutes to something completely different. It's commendable I guess to be less abrasive, but how about sticking to what you originally said? Because it's clear you just wanted to have a go at me because you perceived my criticism as some sort of slight against the entire Pro's existence (I own one by the way).

Maybe take a moment to recognise that a Pro owner seeing developers put in the bare minimum effort, when I know the system is capable of far more (see: those countless other games) is going to be disappointing.



This isn't the first time you've done this and then cooled off later. Try to be less reactionary in future.
 
Yeah, at this point it's pretty clear Microsoft is not going to push the rival consoles beyond parity at best, even the base PS5 seems like it didn't receive the same level of care. Just like oblivion, the pro is treated with barely any effort, and its hardware goes nigh completely underutilized outside bruteforce res bump sans any optimization.

I guess it's somewhat understandable you don't want your rival console maker to run your signature games with notable improvements, but still disappointing nonetheless since IDtech always used to go all out, pushing available tech to their best use before this. The pro has a significantly improved rt renderer for example and yet...
 
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You've edited your post multiple times now in the space of 5 minutes to something completely different. It's commendable I guess to be less abrasive, but how about sticking to what you originally said? Because it's clear you just wanted to have a go at me because you perceived my criticism as some sort of slight against the entire Pro's existence (I own one by the way).

Maybe take a moment to recognise that a Pro owner seeing developers put in the bare minimum effort, when I know the system is capable of far more (see: those countless other games) is going to be disappointing.



This isn't the first time you've done this and then cooled off later. Try to be less reactionary in future.
Posts get edited. So what? This is why I said you miss the point, because like previous encounters, you make it about the poster and not what their point is.

Now, back on topic, if you look up a list of the games available for the platform, you will have the response you seek (hopefully). There are plenty of games that show off the additional power of the system. Sincerely. Check them out.

Also, if your issue is with the developer, there are channels you can check out and let 'em know. In this particular case, it seems more like a parity issue than a Pro issue (in fact, that is obvious).
 
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Nice! ID usually delivers.
Outside of the really low resolution on Series S it seems like a solid experience all around.
Pretty good visuals at decent resolutions and 60fps (with some drops on ps5, though at least within the VRR window)




Also that's like a 10X zoomed in picture of some detail in the background.
The overall image looks pretty good.

I have no complaints about the quality of the visuals, but the framerate should be more stable, these types of games rely on it.
 
series x runs great here
why can't ps5 push locked 60 though ? is it CPU limited?
The game uses SFS on Xbox to reduce bandwidth pressure.
The base PS5 should be able to use sampler feedback also, but it's currently unknown if they implemented it for Playstation.
 
these 2 games aren't really comparable.
one is set in small levels and was designed for last gen consoles, while the other has massive open levels with way more enemies and is designed for current gen consoles.

the RTGI alone will increase GPU strain by a lot.
but I also bet something isn't working quite right with the PC settings.
just like how the sharpening and FOV settings are broken on Xbox currently, it wouldn't be surprising if the lower presets are also broken.

I'd generally wait for the day 1 version, maybe there's gonna be a patch on launch day
sharpening was also broken on indiana jones
even as of latest patch on PC, it is broken
funny enough it actually works if u run the game ultra wide 21:9 or higher
no clue why
 
Have the PS5 disc edition on preorder and was looking forward to playing this on the Pro. Kind of a shit upgrade. Probably going to cancel and just buy it on Steam.
 
Posts get edited. So what? This is why I said you miss the point,

It's a bit rich to talk about missing the point when I criticize a game's lacking Pro support and the response to that is... bringing up other games.

Also kind of hard to keep on point when the point completely changes every 2 minutes!

because like previous encounters, you make it about the poster and not what their point is.

Don't bother worrying about it, there won't be any more encounters.


46cRjBn.png
 
Meanwhile the PS5 Pro is only at 1800p. We've reached the limits of Ohms Law.
Ohms law is V = IR (or J = sigma.E, if we are being pedantic), what limits? It is a simple equation.

I believe you are thinking about Moore's law, which was more of an empirical observation than a law. That observation no longer holds true as we can no longer shrink transistors as agressively as we used to in the earlier decades.
 
I have no complaints about the quality of the visuals, but the framerate should be more stable, these types of games rely on it.

Yeah a proper locked 60fps would have been ideal. Maybe it can get there after a few patches.
But as with all DF videos, keep in mind they usually focus on and show the worst case scenario, they even mention "most of the gameplay flies by at 60fps".
A few drops into the mid 50s aren't a dealbreaker for me (specially with VRR).
 
When compared to Doom Eternal, I'm surprised to see how Eternal looks last gen in comparison, I found it visually stunning back then.

And the Series S looks like the Switch version, terrible
 
Another disappointing Pro upgrade like Indiana Jones that does nothing with the settings. It's not even using PSSR.

I want something that shows unequivocally that the Pro console is a step above the base - not a $700 eye test.

the PS5 Pro is the smallest mid-gen upgrade we've seen yet. anyone expecting a massive difference will automatically be disappointed.

the only games that actually have shown a big difference so far had specific circumstances around them that allowed the Pro version to look markedly different.

Final Fantasy 7 for example runs on a very old version of UE4, which doesn't support TAAU yet. this made the game look extremely blurry on base PS5, which gave PSSR an easy to add and pretty easy to spot way to upgrade the image quality.
if FF7 used a more modern version of UE4 and used UE4's TAAU on base PS5, the difference would be way smaller.

the next biggest upgrade might be Returnal, which does seem like a big upgrade due to the fact that the base PS5 version being locked to 1080p, while the Pro uses a dynamic resolution.
if the base PS5 also got a patch to use a dynamic resolution, it probably would also be closer in image quality to the Pro.

the biggest effort we have seen so far was probably Alan Wake 2. where the devs created a special low quality RT implementation for the Pro's quality mode. however image quality actually didn't improve much due to the additional strain the RT has on the GPU.



the issue in Doom specifically might come down to the fact that maybe PSSR doesn't work well with their dynamic resolution scaler.
so maybe they descided running at a higher average internal resolution is the better way to go.
as for adding additional graphical features, well, the RT reflections clearly aren't missing on base PS5 and Series X due to GPU limitations as they seemingly are very light when enabled on PC. it's probably a CPU limitation that prevents their usage on console, and a CPU limit is something the PS5 Pro can't really overcome, given the minute CPU clock speed increase it got.

so what exactly were they supposed to do? use PSSR for a minimal image quality improvement? that's really all they could have done here... and we don't even know if it would have looked better in the end without actually having a comparison.
 
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the PS5 Pro is the smallest mid-gen upgrade we've seen yet. anyone expecting a massive difference will automatically be disappointed.

the only games that actually have shown a big difference so far had specific circumstances around them that allowed the Pro version to look markedly different.

Final Fantasy 7 for example runs on a very old version of UE4, which doesn't support TAAU yet. this made the game look extremely blurry on base PS5, which gave PSSR an easy to add and pretty easy to spot way to upgrade the image quality.
if FF7 used a more modern version of UE4 and used UE4's TAAU on base PS5, the difference would be way smaller.

the next biggest upgrade might be Returnal, which does seem like a big upgrade due to the fact that the base PS5 version being locked to 1080p, while the Pro uses a dynamic resolution.
if the base PS5 also got a patch to use a dynamic resolution, it probably would also be closer in image quality to the Pro.

the biggest effort we have seen so far was probably Alan Wake 2. where the devs created a special low quality RT implementation for the Pro's quality mode. however image quality actually didn't improve much due to the additional strain the RT has on the GPU.



the issue in Doom specifically might come down to the fact that maybe PSSR doesn't work well with their dynamic resolution scaler.
so maybe they descided running at a higher average internal resolution is the better way to go.
as for adding additional graphical features, well, the RT reflections clearly aren't missing on base PS5 and Series X due to GPU limitations as they seemingly are very light when enabled on PC. it's probably a CPU limitation that prevents their usage on console, and a CPU limit is something the PS5 Pro can't really overcome, given the minute CPU clock speed increase it got.

so what exactly were they supposed to do? use PSSR for a minimal image quality improvement? that's really all they could have done here... and we don't even know if it would have looked better in the end without actually having a comparison.
Assassin's Creed Shadows is right there showing with effort it's possible. Forza Horizon 5 too.
 
You can still justify the drops on XSS, but not on PS5, and even less so on pro.

This is not what i would expect from this type of engine. If these versions do not get a patch it will be a bit suspicious.
If you ask me, this doesn't entirely make sense, unless, perhaps, there are internal dynamics at play, if you know what I mean. The PS5 PRO hardware clearly offers significantly more resources than the XSX, and yet the outcome here leaves me with serious doubts about ID's level of commitment to this version, putting it mildly.
 
This game doesn't sound, "unoptimized", more than it sounds heavier than Eternal, which makes sense. TDA uses RTGI heavily, and has full on path tracing on PC if one has the hardware to handle it. If Series X is locked a 60 fps regardless of what's happening onscreen, and has RTGI active, then that sounds like pretty good optimization to me. It might also have something to do with the SX having a slightly faster CPU overall, but who knows.

The PS machines should also see some patches in the near future to clean up performance niggles. I'm really excited to see how path tracing presents itself here, though.
 
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Assassin's Creed Shadows is right there showing with effort it's possible. Forza Horizon 5 too.

neither of them took a lot of effort. they simply used pre-existing settings on the Pro where it was possible.

Doom does the same. every game and every engine is different when it comes to this.
for some titles it's easy to add stuff on Pro, for others its not really possible to do much outside of a resolution boost.
this is especially true if additional feature have heavy memory or CPU requirements, as neither of those see a big improvement on Pro
 
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I guess it's understandable you don't want your rival console maker to run you're signature games with notable improvements, but still disappointing
They're supposed to transition to a multiplatform publisher. They shouldn't act like a platform holder at that point and push their own launch hardware ahead of even a competitor's mid generation upgrade. It looks bad. Deliberate. They need to do their best everywhere or they'll fail at this multiplat thing as well.
 
While I understand the disappointment when other pro versions are much more impressive, what's there isn't actually bad. The framerate drops seem infrequent and minor, probably unnoticeable on VRR and the extra image clarity is always nice to have. My biggest complaint would probably be not being able to deactivate film grain.
 
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