Released late last week, Doom Eternal’s upgrade for next-gen PCs and consoles is a big release – this is our first chance to see how the tech brains at id Software choose to approach the news. features of the latest hardware. Ray tracing, in the form of precise, real-time reflections, is key to the upgrade, but by putting the new consoles to the test, a trio of modes are available – and we’ve tested them all on PS5, Xbox Series X and S Series.
We’ll get into more details shortly, but putting this latest update in context, it’s just part of a series of fixes and upgrades that served to further evolve a game that was already brilliant at launch. . Two additional DLC packs provided great additional content – rare for a single player game – along with additional features and tweaks. id isn’t done either, as it looks like a horde mode is coming to the game as well at some point.
Eternal doom. Eight game modes in total are tested on three different consoles. It is very, very impressive.
But coming back to next-gen upgrades, we have already taken an in-depth look at the PC version of the game with a particular focus on real-time reflections, the ID software added to the aesthetics of the game, greatly improving the standard cube maps and screen space reflections that the game has had since its launch. There is a considerable level of scalability in the implementation – which goes well beyond the “baked in” presets – and which can be accessed via the command line. On PlayStation 5 and Series X, the same RT features are in place, and they’re effectively on par with the average PC RT Quality Score, with reflections rendered at one-third of the current resolution.
Elsewhere, expect settings broadly comparable to the PC to ultra version, but for some reason anisotropic filtering appears to be disabled on all consoles, decreasing image quality on textures viewed from angles. oblique. Dynamic resolution scaling is also in effect, with an upper cap of 3200 x 1800, while drops to about 70% on both axes are observed with the absolute minimum set at 50%. It feels like something is missing here, that the picture is not as crisp as it could be and that applies to both consoles. In terms of pixel counts, the X Series appears to solve higher stress point numbers compared to the PlayStation 5. Meanwhile, the Xbox Series S has no RT support. Considering the game’s scalability across the board, its absence is disappointing.
Then there’s the 120Hz mode, which works best on HDMI 2.1 displays, allowing the game’s full resolution to resolve successfully at full frame rate. It seems to deliver something akin to the last-gen Doom Eternal experience at twice the performance level. The Xbox Series X runs at a dynamic resolution of 1800p, while the PlayStation 5 peaks at 1584p – and it’s noticeably more blurry. Finally, the S series aims to deliver 120 fps at a maximum of 1080p, although a 70% drop on both axes is possible, which is slightly higher than 720p.
Here’s Digital Foundry’s deep dive into the PC version of the new upgrade.
Finally, id offers a balanced mode, which retains the ultra settings but disables ray tracing, deploying freed GPU resources at increased resolution: 4K on PS5 and Xbox Series X, and 1440p on Series S. There is little going on. to say about this except to note that even though DRS is present, it is primarily as a fallback measure. In our eyes, the game is simply played at 60 frames locked from start to finish and of all the modes available this provides the sharpest picture.
We haven’t talked about performance yet because basically the story is pretty uninteresting – in a good way! In almost every scenario, Doom Eternal hits its targets of 60 fps and 120 fps. We’ve seen some titles struggle with high frame rate modes, but in a world where a £ 150 Core i5 can run Doom Eternal on PC at over 300 fps, a simple 120 fps seems like a walk in the park. park for the processors of the new consoles. Meanwhile, the excellent GPU scalability found in idTech 7 takes care of everything else, giving you solid 60fps or 120fps locking in all relevant modes on all consoles. The only notable exception is checkpoint stuttering – where the game momentarily pauses for a split second to automatically save your progress.
Now we can’t test the whole game, of course, but we’ve given the first half of the game a decent workout on all three consoles in all available modes. The only real drop we could find was in the arc complex, and taking the game to dip off its frame rate target involves being in a certain area, looking in a specific direction, and shooting a pile of rockets. In this series of highly selective conditions, all three consoles were affected, with the S series the most affected and the X series the least affected. However, this is really the exception that proves the rule – this game is super fast and smooth overall and is beautifully optimized.
Yes, Doom Eternal is evolving into the latest and greatest, but it also works on Switch. Check out this developer interview to find out how.
It’s also worth noting that the Xbox Series consoles use the hardware level two VRS feature of the RDNA2 hardware, which is not present on PlayStation 5. VRS stands for Variable Rate Shading, adjusting the accuracy of pixel shading by depending on factors such as contrast. and movement. Prior to launch, there was a lot of talk about whether the PS5 had the feature or not and the truth is, it doesn’t have any hardware-based VRS support at all. However, developers can leverage the MSAA anti-aliasing hardware and leverage it to deliver something very similar to a level one VRS solution. Metro Exodus does this on PlayStation 5, while Call of Duty Warzone does something similar on all consoles. In combination with the extra GPU grunt of the X-series, the use of variable rate shading may explain why the Microsoft Console achieves higher overall resolutions.
Ultimately, this is a great upgrade for all three consoles – the icing on the cake for what is one of my favorite games from last year. Reviews are rare – the only negative aspect for me was the next-gen upgrade process on PlayStation 5. Initially it didn’t work. And when it worked, I found out that none of my PlayStation 4 saves could be transferred. During this time everything was working on the machines in the series, I was able to pick up where I left off without a problem. Like it or not, cross-generation is part of the experience and things need to be smoother and more transparent on PS5. Other than that, there is not much to complain about. A brilliant game just got better. It looks and plays beautifully on the new wave of console hardware.
Article source https://www.eurogamer.net/articles/digitalfoundry-2021-doom-eternal-next-gen-patch-tested