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Doom Corner  "for all Doom related discussion"

User is offline   Striker 

  • Auramancer

#661

View PostMetHy, on 22 October 2015 - 06:42 AM, said:

That or the guy playing sucks

Thinking he sucks, because he was firing rockets way off-target, and hitting pillars and shit.

As far as the footage in general is concerned, it gives me a Quake 4 vibe. Quake 4's multiplayer was essentially Quake 3 Arena's with nicer looking assets.

This post has been edited by StrikerMan780: 22 October 2015 - 11:16 AM

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User is offline   HulkNukem 

#662

View PostMetHy, on 22 October 2015 - 06:42 AM, said:

The voice of the announcer looks super bland. Like he's bored or something.


I thought it sounded bad too, but then realized its suppose to be an AI like Jarvis in the Iron Man/Avengers movies.
(also, how can a voice LOOK bland? :) :) :) :D)

This post has been edited by HulkNukem: 22 October 2015 - 02:56 PM

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User is offline   Lunick 

#663

The only think that irked me was this sweeping mechanic?
Posted Image
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User is offline   Mr. Tibbs 

#664

Splash screens then crash. Shit's tight.
Posted Image
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User is offline   HulkNukem 

#665

View PostLunick, on 22 October 2015 - 06:17 PM, said:

The only think that irked me was this sweeping mechanic?
Posted Image


Its just the melee system; at first the super shotgun hits the guy near point blank, doesnt kill him, but causes him to glow red, indicating a melee move can be done
Its the attack that happens from behind I assume

This post has been edited by HulkNukem: 22 October 2015 - 07:28 PM

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User is offline   OpenMaw 

  • Judge Mental

#666

View PostHulkNukem, on 22 October 2015 - 02:55 PM, said:

(also, how can a voice LOOK bland? :) :) :) :D)



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User is offline   Tea Monster 

  • Polymancer

#667

I got the hang on the loading vid as well. After letting it play for something like 2 minutes, the game picked up and started running normally. Damn it's fast, like Quake IV.

It's that fast, and there is so much shit coming at you from different directions, that stopping to execute a finisher move is like committing suicide.

This post has been edited by Tea Monster: 22 October 2015 - 11:45 PM

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User is offline   Striker 

  • Auramancer

#668

I thought it was incredibly slow. My movement doesn't feel as good as Quake 4's, and strafing causes you to slow down. I feel like I'm walking in Tar.

Though, doesn't help that I can barely run the game at 15fps. It crashes my GPU every 10 minutes too. The game is completely broken and unplayable for me right now.

The options screen is terrible... no video options AT ALL. Just Resolution and Anti-aliasing. I cannot adjust for my GPU's limited memory. (1gb GTX 560)

I can only get it playable by mucking about with the console, which they disabled tab completion for. Most ID Tech 5 console commands work, so I used them to reduce the performance hit. I get some more FPS, but the mouse input delay is insane, and turning VSync off doesn't help.

This post has been edited by StrikerMan780: 23 October 2015 - 12:11 AM

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#669

View PostStrikerMan780, on 23 October 2015 - 12:08 AM, said:

The options screen is terrible... no video options AT ALL. Just Resolution and Anti-aliasing. I cannot adjust for my GPU's limited memory. (1gb GTX 560)

I can only get it playable by mucking about with the console, which they disabled tab completion for. Most ID Tech 5 console commands work, so I used them to reduce the performance hit. I get some more FPS, but the mouse input delay is insane, and turning VSync off doesn't help.


You really need at least a 2gb card to play games properly now a days. To avoid VRAM OOMing, the video card will off load stuff to main system memory. So there will be cases were memory A gets moved off to main system memory, gets moved back into VRAM, modified by the card and moved back into system memory. The transfer speed into main memory is a lot slower, not only because your system ram isn't clocked as high as the ram on your video card, but because in order to get to main memory it has to go across the bus. This can manifest it self as hitches, and as overall performance issues. Even if you disable a bunch of post process effects, I doubt that stops the render targets from being created, so all that texture memory is still being used.

This is a alpha build. PC specific stuff usually doesn't get done until after beta, remember the money maker for all games is the consoles.

This post has been edited by icecoldduke: 23 October 2015 - 10:13 AM

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User is offline   Striker 

  • Auramancer

#670

View Posticecoldduke, on 23 October 2015 - 07:43 AM, said:

You really need at least a 2gb card to play games properly now a days. To avoid VRAM OOMing, the video card will off load stuff to main system memory. So there will be cases were memory A gets moved off to main system memory, gets moved back into VRAM, modified by the card and moved back into system memory. The transfer speed into main memory is a lot slower, not only because your system ram isn't clocked as high as the ram on your video card, but because in order to get to main memory it has to go across the bus. This can manifest it self as hitches, and as overall performance issues. Even if you disable a bunch of post process effects, I doubt that stops the render targets from being created, so all that texture memory is still being used.

This is a alpha build. PC specific stuff usually doesn't get done until after beta, remember the money maker for all games is the consoles.


It's less of an issue if I adjust things via the console, but the fact they don't even have any graphics options in the menu PERIOD is inexcusable, even for an alpha. That shit is a basic fundamental of PC game design. Hell, even the Unreal Tournament 4 PRE-ALPHA had a functional menu for adjusting all available graphics options.

This post has been edited by StrikerMan780: 23 October 2015 - 12:55 PM

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#671

View PostStrikerMan780, on 23 October 2015 - 12:53 PM, said:

It's less of an issue if I adjust things via the console, but the fact they don't even have any graphics options in the menu PERIOD is inexcusable, even for an alpha. That shit is a basic fundamental of PC game design. Hell, even the Unreal Tournament 4 PRE-ALPHA had a functional menu for adjusting all available graphics options.


It's the PC sku. I'm telling you in professional gamedev, PC is the least cared about SKU. It just doesn't move as much units as the consoles do. They probably won't focus on finalizing the PC specific stuff until after the consoles are done.

This post has been edited by icecoldduke: 23 October 2015 - 01:03 PM

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User is offline   Striker 

  • Auramancer

#672

Which is a bloody sacrilege in my honest opinion. Continually proving that console development is crippling proper PC development, and is creating a rather vicious cycle.

Wish I wasn't such a poor, jobless, worthless, purposeless, disabled and depressed sack of shit... I'd have the money I need to get a better GPU if those things weren't true.

This post has been edited by StrikerMan780: 23 October 2015 - 01:10 PM

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#673

View PostStrikerMan780, on 23 October 2015 - 01:05 PM, said:

Which is a bloody sacrilege in my honest opinion. Continually proving that console development is crippling proper PC development, and is creating a rather vicious cycle.

Wish I wasn't such a poor, jobless, worthless, purposeless, disabled and depressed sack of shit... I'd have the money I need to get a better GPU if those things weren't true.


I agree with you, consoles are a money pit not only are the dev kits are expensive; after first party(Microsoft/Sony) take there chunk, and the publisher takes there chunk, out of a $60 game, the studio that made the game, maybe gets $8-15 per copy.

I remember when I was broke and had nothing, its nothing to ashamed of we have all been there :). When I was in college, my partner was working a minimum wage job, and I was on food stamps. We barely had enough to get through the month, we were even living at my sister in laws house(which was awful). It gets better, now I'm at a point were I want to upgrade my computer, but there isn't any better hardware I can buy :). You'll have the same rich people problems as I do after you get your first job in the industry.

This post has been edited by icecoldduke: 23 October 2015 - 01:34 PM

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User is offline   Striker 

  • Auramancer

#674

I had to make a config like this for the game to work.
vt_maxPPF 16
r_swapInterval 0
vt_useCudaTranscode 1
vt_minLOD 5
vt_pageImageSizeUniqueDiffuseOnly 4096
vt_pageImageSizeUniqueDiffuseOnly2 4096
vt_pageImageSizeUnique 4096
vt_restart

It makes the game look like trash, due to the LOD level chosen, but it makes the game run without crashing.

For those who have the Alpha, add +com_allowconsole 1 and +com_skipIntroVideo 1. You can access the console by pressing CTRL-ALT-TILDE.

If you want a config to make it playable if you are in my situation, make a config called fix.cfg with the above contents into C:\Users\<username>\Saved Games\id Software\DOOM_Demo\base

Then, in the console type in "exec fix" in-game.

This post has been edited by StrikerMan780: 23 October 2015 - 02:19 PM

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User is offline   Striker 

  • Auramancer

#675

This was the end-result of the tweaking to make it even remotely playable, despite my system not being all that out of date.

Posted Image

Inexcusable. Absolutely inexcusable. I'm beginning to realize why most people hate ID Tech 5 and MegaTexturing (Tech 6 in this case, but it's not far off, same MegaTexture system and renderer.)

This post has been edited by StrikerMan780: 23 October 2015 - 03:23 PM

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User is offline   OpenMaw 

  • Judge Mental

#676

That looks beautiful, man.
2

User is offline   Lunick 

#677

Looks like Doom 3 on low settings.
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User is offline   Richard Shead 

  • "Dick Nasty"

#678

View PostLunick, on 23 October 2015 - 05:27 PM, said:

Looks like Doom 3 on low settings.


Texture-wise, I'd venture to say that it looks even worse...

At least you can count the number of slots in those grates.
Posted Image

And the letters/number "UAC" and "TD4" are clearly legible.
Posted Image
2

User is offline   Malgon 

#679

Are those shots of the game running on a Voodoo 2? I remember seeing something like this way back in the day. It's amazing what an effect lighting has on the look of everything.
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#680

View PostStrikerMan780, on 23 October 2015 - 03:16 PM, said:

Inexcusable. Absolutely inexcusable. I'm beginning to realize why most people hate ID Tech 5 and MegaTexturing (Tech 6 in this case, but it's not far off, same MegaTexture system and renderer.)


I read somewhere they ditched the megatexture system, which is the big ass baked texture, and went for realtime lighting. This is a lot different then the stock idTech 5 renderer worked. Based on those cvars, they kept the virtualtexture system which is the texture streaming code. Which means you can probably drop vt_pageImageSizeUnique to 128, and increase vt_pageImageSizeUniqueDiffuseOnly/vt_pageImageSizeUniqueDiffuseOnly2 to 8192, while keeping close to the same perf and see some visual improvements.

This post has been edited by icecoldduke: 23 October 2015 - 06:46 PM

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User is offline   Striker 

  • Auramancer

#681

View Posticecoldduke, on 23 October 2015 - 06:29 PM, said:

I read somewhere they ditched the megatexture system, which is the big ass baked texture, and went for realtime lighting. This is a lot different then the stock idTech 5 renderer. Based on those cvars, they kept the virtualtexture system which is the texture streaming code. Which means you can probably drop vt_pageImageSizeUnique to 128, and increase vt_pageImageSizeUniqueDiffuseOnly/vt_pageImageSizeUniqueDiffuseOnly2 to 8192, while keeping close to the same perf and see some visual improvements.


Well, it seems my GPU can handle the lighting part of it just fine at 60fps. The only time it shits itself is on texture loading. It kills the FPS when reading textures, then forgets them almost immediately if you look in the other direction, kind of like what Wolfenstein: The New Order would do on some peoples' systems (bad hardware/driver combinations. Mine wasn't one. It worked fine for me.).

Even at this pathetic texture res, it still performs badly when reading everything in. It still forgets the textures now and then, but not nearly as often, and less data is being loaded into the VRAM of course helping speed things up. My VRAM is no longer being thrashed, but something is very wrong. I'm very tempted to say there's a serious bug going on, either with the game, or a driver incompatibility.

Also, it seems Megatexturing isn't completely gone. I still see some baked megatextures in the resource index and in the game's cache. The Demo is 4gb alone for one map, that's effing huge.

EDIT: I just tried the settings you suggested, it made the performance *MUCH WORSE*.

This post has been edited by StrikerMan780: 23 October 2015 - 07:10 PM

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User is offline   HulkNukem 

#682


0

#683

View PostStrikerMan780, on 23 October 2015 - 06:51 PM, said:

EDIT: I just tried the settings you suggested, it made the performance *MUCH WORSE*.


Maybe the unique cvar isn't hooked up to anything anymore, it would make sense.

This post has been edited by icecoldduke: 23 October 2015 - 08:23 PM

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User is offline   Striker 

  • Auramancer

#684

The whole thing is just broken. Sometimes I can get 60fps with various settings, but not consistently across sessions.

ID Tech 4 was the last good IDTech engine, put to best use in Quake 4, Enemy Territory: Quake Wars (which used both mega-texturing and texture streaming before Tech 5, and more effectively too), and Prey.

ID Tech 5 and beyond is just a poorly-optimized, console-oriented shitfest, basically ID Tech 4 if someone took a crowbar to it's face, broke it's legs, took a dump on it, locked up it's files (.resources packages are impossible to open), and then put some very pretty sprinkles on it.

I'm frankly just overall pissed right now. There's no excuse for this when so many other games that look FAR better, play far better, have bigger environments, and much bigger/demanding textures run perfectly fine on my 1gb card. Fuck, one of the most recent games like that I've played is UT4, which is PRE-Alpha, and runs about 5x better. I can set textures to Ultra and it looks sharp and nice as fuck, while running at playable framerates. Hell, it was like this when it was a prototype for fuck's sake.

Doom 4 / ID Tech 6 is looking like another Arkham Knight right now. Again, I know it's alpha, but these things should have AT LEAST been solved by now before putting this out. Hoping the Beta will solve this shit. But, the Alpha is only for this weekend, and we won't see it again until 2016. Fuck.

This post has been edited by StrikerMan780: 23 October 2015 - 10:24 PM

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#685

People, this is just the Alpha, that and maybe Doom is just to epic for your computers. :3 But no really, it's not the final version of the game, they still have time to fix the issues with it... Don't judge a game by its alpha.
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User is offline   Engel220 

#686

From what alphas of other AAA games I've seen in the past, I'd say that the issues DOOM is having are pretty standard. Most games will have texture, collision and general performance issues in early stages of development and what's been shown here is nothing shocking. If these issues were present in a beta build then that's when you want to be concerned, but not now.
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User is offline   Tea Monster 

  • Polymancer

#687

It could be much worse I remember that UT3 actually blue-screened my rig when the BETA came out. The game was released later that week so you know fuck-all got fixed before it got released.

Doom is using a very advanced, next-next gen engine. It uses physically based rendering and materials. It also uses realtime lighting so it's a complete break from the pre-rendered idtech 5 used in Wolfenstein TNO/TOB and RAGE.

Idtech 4 was the last, really user-accessible id engine. I've seen some RAGE mods, but nothing like idtech 4. The renderer for idtech 4 is actually very advanced, even by today's standards. If you chuck the sikkmod on fix the stencil shadows, it looks as good as most stuff out today.

This will be the first itteration of Doom without a level editor (a REAL level editor, not 'Snapmap') and general modding tools. Perversely, people are more active in modding GTA V than any of the more traditional modding platforms that pioneered this sort of thing.

I tell ya, when Carmack left Id, that was the end of an era - pure and simple. Those good ol' days are gone and done my son.

This post has been edited by Tea Monster: 24 October 2015 - 04:09 AM

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User is offline   OpenMaw 

  • Judge Mental

#688

Getting all nostalgic for that leaked Doom 3 Alpha now.
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#689

View PostTea Monster, on 24 October 2015 - 04:01 AM, said:

This will be the first itteration of Doom without a level editor (a REAL level editor, not 'Snapmap') and general modding tools. Perversely, people are more active in modding GTA V than any of the more traditional modding platforms that pioneered this sort of thing.


I'm assuming typing "editor" in the console does nothing?
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User is offline   Striker 

  • Auramancer

#690

View PostTheZombieKiller, on 24 October 2015 - 05:43 PM, said:

I'm assuming typing "editor" in the console does nothing?


Just tried, does nothing.
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