The PC version of DOOM will have a comprehensive set of advanced game and rendering options
DOOM on PC
I am sure that most of you tried out the Open Beta of the new DOOM game by id/Bethesda. Before I go any further please think about the one word that was said Beta (a nearly complete prototype of a product). do you really think that you were going to playing a full version of the game? Why was there so many people bitching about this and that. This was a practice run for the the game to test it out to what issues might have risen to the top. Of course this is what id software intended and they also know that they were going to get a lot of comments and suggestions and that they did. Robert Duffy, the CTO (Chief Technology Officer) of id Software wrote up a little something about the open beta of DOOM.
The DOOM Open Beta finished earlier this week and thanks to your participation over the course of the weekend, we got a lot of great information. The server backend infrastructure held up really well to the load, and we got all of the data we need in preparation for the worldwide launch on May 13. Based on your feedback we had already made a considerable number of updates and improvements between the Closed Betas and Open Beta, and we appreciate all the additional feedback you shared with us during the Open Beta.
In particular we got a lot of feedback from the PC community with regards to capped framerates, monitor support, multi-monitor support and other PC features that weren’t emphasized in the Beta for various development reasons. So to clarify: At launch the PC framerate will not be capped. Further, the PC version of DOOM will expose a comprehensive set of advanced game and rendering options that will allow players to dial the experience up or down based on their individual desires or hardware capabilities.
PC gaming is in our DNA here at id. Just like so many of you, we also love to tinker with settings to get the exact experience we want – and every ounce of performance our systems can handle. We will be running an uncapped framerate on PC at launch, supporting ultra-wide 21:9 monitors, allowing wider FOV, and providing a wide variety of advanced settings that allows any PC connoisseur the opportunity to make intelligent tradeoffs between visual fidelity and performance.
We also know many of you are interested in some deeper insight into the types of fundamental changes we’ve made to our engine technology over the last few years. In the coming weeks, we’ll be giving you an inside look at idTech 6 engine architecture, our rendering pipeline, our customization tech and other initiatives we have underway to broaden our minimum PC spec even further than our current expectations.
Our current expected PC advanced settings include:
- Manually Lock Framerate (un-locked by default)
- Lights Quality
- Chromatic Aberration Toggle
- Shading Quality
- Post Process Quality
- Particles Quality
- Game F/X Quality
- Decal Quality
- Directional Occlusion
- Reflections Quality
- Depth of Field Toggle
- Decal / Texture Filtering
- Motion Blur Quality / Toggle
- Sharpening Amount
- Lens Flare Toggle
- Lens Dirt Toggle
- Texture Atlas Size
- Show Performance Metrics
- Resolution Scaling
- UI Opacity
- Film Grain
- Rendering Mode
- FOV Slider
- Simple Reticle
- Show First-person Hands Toggle
- Use Compute Shaders
- Vsync (support or triple buffering)
Thank you again for the feedback and support. We hope that, regardless of your preferred platform, you come back to learn more about the technical work we’ve done on DOOM. We’re excited to share it.
Read the original at the Bethesda Site
You can read our thoughts about the Beta in this article