dr_rus
Member
Ugh no...that issue made rage and wolfenstein unplayable for me.
I don't understand ID nowadays....
Did you try lowering the settings?
This issue is a sign that your machine is struggling with the game.
Ugh no...that issue made rage and wolfenstein unplayable for me.
I don't understand ID nowadays....
I never had those texture problems in RAGE or Wolfenstein
I think you just had to turn your FOV to at least 85 to fix it. I'm not worried about DOOM at all
Did you try lowering the settings?
This issue is a sign that your machine is struggling with the game.
I never had those texture problems in RAGE or Wolfenstein
I think you just had to turn your FOV to at least 85 to fix it. I'm not worried about DOOM at all
In plenty of cases, this is not true. I have an i7 4790k, 16GB of RAM, and an SSD and it STILL happened.
The engine is poorly optimized and it has suffered from this issue for some time.
I eventually had to download a hot fix by a modder that resolved most of those issues. As a student and a programmer, I really don't want to mess with configs, mods, and other nonsense just to get the game looking like it should.
I remember that did resolve most issues, but not all of them. Oh well. Just the fact that PC gamer already mentioned the problem cropping up makes me wary. It's one of my pet peeves lol
Second question at 3:00 addresses the level design. To paraphrase after defining the original Doom level design a bit "If people don't really wanna get lost, there's a way out and they can continue on to get to that next combat which is what the focus of the game is, is getting to that next horde of demons you can take out..." when asked if the level design will be inspired by Doom I and Doom II.
Hell level designer sits with the original Doom open next to him, will play the original for some time for inspiration and then design for this game as an answer to the same question.
EDIT: There are quite a few questions related to level design and all of them more or less describe the game as having mainly 'arenas' and combat based. Draw your own conclusions.
What's your GPU? The more VRAM you have, the better.
GTX 670. This is more than enough for the game.
ID's engine used in RAGE and Wolfenstein is notorious for being more CPU intensive anyways.
GTX 670. This is more than enough for the game.
ID's engine used in RAGE and Wolfenstein is notorious for being more CPU intensive anyways.
EDIT: Welp, I stand corrected about VRAM:
https://www.youtube.com/watch?v=yz2m2QLDkT0
From video:
"It's not CPU or GPU constained, but VRAM constrained...It doesn't matter how fast your GPU or CPU is, what matters is how much VRAM you have...This game kinda works counter to every other engine on the planet, really... "
I think this is bullocks. Most games these days are still designed with 2GB VRAM, so for a game that doesn't look as beautiful as most modern releases and struggle on high end gear is just maddening to me.
Now you understand why people hate id tech 5 game engine.GTX 670. This is more than enough for the game.
ID's engine used in RAGE and Wolfenstein is notorious for being more CPU intensive anyways.
EDIT: Welp, I stand corrected about VRAM:
https://www.youtube.com/watch?v=yz2m2QLDkT0
From video:
"It's not CPU or GPU constained, but VRAM constrained...It doesn't matter how fast your GPU or CPU is, what matters is how much VRAM you have...This game kinda works counter to every other engine on the planet, really... "
I think this is bullocks. Most games these days are still designed with 2GB VRAM, so for a game that doesn't look as beautiful as most modern releases and struggle on high end gear is just maddening to me.
Yes but it's a big difference going from a 670 to a 970 in Wolfestein
Now you understand why people hate id tech 5 game engine.
Now you understand why people hate id tech 5 game engine.
Yep...I certainly do.
Thankfully, while I can't say much due to NDA, I CAN say that id Tech 6 is MUCH less VRAM intensive and is showing signs of being a VERY well optimized engine.
I mean I would understand the massive vram if the textures actually looked good but every id tech 5 game looks horrible if you look at the textures carefully.
I mean I would understand the massive vram if the textures actually looked good but every id tech 5 game looks horrible if you look at the textures carefully.
Yeah I've read about that. Let's hope for the best
LOL precisely. I'm not really a graphics snob (I still play Doom 1 & 2 without complaints), but when textures are that muddy and inconsistent, it's just insufferable when the engine can't keep up.
GTX 670. This is more than enough for the game.
LOL precisely. I'm not really a graphics snob (I still play Doom 1 & 2 without complaints), but when textures are that muddy and inconsistent, it's just insufferable when the engine can't keep up.
Haven't played the new Doom, but the thing to understand about virtual texturing tech is that it doesn't necessarily make for higher fidelity, but rather more diversity. So looking up close for individual pixels in a small piece of a texture isn't a good way to appreciate what the engine is doing. Rather, the opposite should be true: look at an entire room or area to notice much less repeated patterns, or none at all. Granted, level design needs to showcase this for it to be meaningful. If you're game world is full of repeating patterns by nature of its content then you're probably better off with a different engine.
id has really gone downhill since quake 3
after the mess that was rage think ill wait awhile on this one for reviews and patches
Thankfully, while I can't say much due to NDA, I CAN say that id Tech 6 is MUCH less VRAM intensive and is showing signs of being a VERY well optimized engine.
It's marketing to console players basically, which will be the majority of the player base sadly. The PC version seems to be afterthought which is really a shame because the PC modding community for doom is really strong and still delivers the goods after 2 decades. Without proper modding tools, the pc version will most likely not have long legs.
Could consoles not handle exterior environments though? How hard are skyboxes to implement?!
Wtf at the bolded. It's still a competitive shooter...are they suggesting you don't get instarekt like in COD or something, because that's what a TTK higher than -5 seconds will do for youSome interesting things that were brought up in the new Game Informer article (this time on multiplayer):
- Apparently when you set your loadout, you can choose what demon you spawn as when you pick up the demon rune; it's not randomized.
- They compared it to Smash Bros. in that you don't need super-fast reflexes to play the game, you can just jump in and blow the hell out of everything.
[Fugo];193372616 said:Will Arch-viles be in? Those were my nightmares at the time
[Fugo];193372616 said:Will Arch-viles be in? Those were my nightmares at the time
Wtf at the bolded. It's still a competitive shooter...are they suggesting you don't get instarekt like in COD or something, because that's what a TTK higher than -5 seconds will do for you
Demon loadout preference is cool though, and will be a nice way to keep it fresh (as long as it's balanced and you don't see people all sticking to one)
Would be cool... Have a feeling they will not be a plentiful due to them being notoriously frustrating to some players.
Honestly I can't see why I even should try out this game, and I'm a big Doom 1, 2 and of course Brutal Doom fan.
I really hope that it would go back to their roots instead of a Doom 3 sequel with the focus of console.
By the way: The DOOM devs are thinking about providing more complex tools for the active modding scene for the PC gamers sometime. With those tools provided, completly custom campaigns and custom stories are conceivable. At least on the games release, you cannot connect multiple SnapMap-Maps together.
The hub has been updated and there's a new article / video focusing more on SnapMap. The thing I'm kind of wondering is if SnapMap created maps only support a maximum of 4 players? I believe multiplayer supports 12, but I think it's strange that Stratton emphasizes on saying 4 rather than "4 or more", etc. Could be looking into it a bit more than necessary. I just like the idea of creating Deathmatch maps for 12 players rather than 4.
TTK was fabulous in the alpha, just seems like really weird grounds for a Smash Bros comparison. I'd go for something like Timesplitters, or you know....any FPS lolThat's exactly what they're suggesting. TTK was about 3.5 seconds for one weapon and 2.8 for swapping.
https://www.reddit.com/r/Doom/comments/42rpaf/doom_modders_check_this/ Somebody just translated this part of the PC Games Magazine article. It says
huh, thats kind of new thread worthy actually
Essentially making the exploration pointless if it is there just for cosmetic/variety purposes.
SnapMap only allows for up to four players I'm afraid.
OK Game Informer, where's that last article?
Only four in Snapmap mode? Or only four people allowed in a snapmap made map?
Only four in Snapmap mode? Or only four people allowed in a snapmap made map?
Only four people can play a SnapMap creation at once.
That is very disheartening to hear. What's the incentive of spending tons of time making a map if you can only play 2v2 or (small) FFA. I doubt how critically acclaimed the map-maker will be if 90% of people will never play anything smaller than 3v3.
If you auto-populate a level with enemies, and it hits a limit as you go through a space, itll actually take those guys and put them to sleep so you dont see them, and if you come back through it makes them live again, so enemies dont just disappear. It keeps the action moving with you.
Is this the first time we are seeing the cover art?