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Doom (2016) Supports Vulkan API, Demoed on GeForce GTX 1080

btarunr

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At its pre-Dreamhack launch show for the GeForce GTX 1080, NVIDIA treated the audience with a fairly long gameplay segment from the "relentless" campaign of Doom (2016). The big takeaway from that reveal is that Doom will support the Vulkan API. Projected on a large-format screen at 1080p, with its details maxed out, Doom was shown running at upwards of 110 frames per second (fps), never dropping below 60 fps. The brief gameplay reveals that Doom could feature a pretty fun single-player campaign for fast-paced, almost Serious Sam-like, rapid monster-bash. You use unique new weaponry to take on hordes of monsters that come out of nowhere. We were at the event, and took a brief video.


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Not impressed by the fps to be honest. I expect this performance to be on a 3440x1440p resolution, not crappy 1080p
 
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Interesting, wonder how it will fair on 1440p
 

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cdawall

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I'll end up getting it. I hope one day somebody reduces forsaken as well. That was another good but lost game.
 

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At least the movement speed and overall pace looks faster than it was in Beta.
 
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iD have used OpenGL for their 3D accelerated games since GLquake so the transition to Vulkan was natural, it is slightly surprising to see them go with an as yet unproven API though given that RAGE's failure was mostly down to substandard OpenGL support from ATi/Nvidia.


The brief gameplay reveals that Doom could feature a pretty fun single-player campaign for fast-paced, almost Serious Sam-like, rapid monster-bash.

So regular Doom gameplay then :p
 
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I'll end up getting it. I hope one day somebody reduces forsaken as well. That was another good but lost game.
I am still hoping for a new Descent game. Or a FreeSpace 3 game (I would pay up to 100$ for it!!)
 
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As shown in this longer video, the game runs into glitches when hitting 200 FPS. What? Didn't John teach them anything about coding games? I seriously thought that in 2016 we were past the times where game tick were tied to FPS, especially by the pros. Every decent coder knows game simulation should be done async and states supplied to the renderer in a non-blocking/lockless queue. The game simulation should be unaffected by the frame rate, regardless if it's 5 FPS or 5000 FPS. And it's really not that hard to simulate, just resize the window...
 
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Anyway, did they show any proof of this game being running on geforce 1080 or, what i'm more interested with, it really runs on vulkan? I do not trust to these nvidia full of poop marketing guys at all, especially after hoaxes like 970 "4GB", fake gpu on presentation and so on.
Did anyone see options with vulkan visible in them or do we have jus nvidiat PR guys' words?
This game during beta was running at 60fps at 4k with 980ti and titan x so the gpu in gameplay pc also is not confirmed.
 
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I'll end up getting it. I hope one day somebody reduces forsaken as well. That was another good but lost game.
Forsaken 64? Loved that game.

I am still hoping for a new Descent game. Or a FreeSpace 3 game (I would pay up to 100$ for it!!)
Descent Underground, it's pretty fun actually and works great in VR too.
 

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I will buy it, when it comes to the Mac.
Next, a new Version of RAGE would be great.
 
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You know how in Star Wars when the Millennium Falcon approaches the Death Star, Luke says, "I have a very bad feeling about this..."

Well, that's what I think of when I see any material about the new Doom game. It's the same feeling I get around Battleborn.
 

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Does anyone else hate how the action is completely interrupted by some lame scripted event of a monster being beheaded/disemboweled, etc? It really ruins the flow of the game and takes me out of the experience. I am sure the kiddos will love it though. Lowest common denominator and all...
 
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Doom is all about closed corridors without much open world to start with. Couple that with simplistic map collision, no doubt it will be 200+ fps..
 

bug

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Does anyone else hate how the action is completely interrupted by some lame scripted event of a monster being beheaded/disemboweled, etc? It really ruins the flow of the game and takes me out of the experience. I am sure the kiddos will love it though. Lowest common denominator and all...

That's actually way better than Doom3 where you were supposed to be scared each time a monster came out of the darkness. From beginning to the end.
 

bug

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Doom is all about closed corridors without much open world to start with. Couple that with simplistic map collision, no doubt it will be 200+ fps..

Doom3 was mostly about dark and could hardly handle more than 5-6 monsters at a time. Lighting and high polygon counts don't actually need an open world to bring a GPU to its knees.
Conversely, Gothic presented a beautiful, open world 15 yeas ago on incredibly (for today's standards) weak hardware.
 
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I liked playing it on N64 for 4 player local play.

It's open source now and apparently there is a decent online following still. I need to install it again.
 

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Doom3 was mostly about dark and could hardly handle more than 5-6 monsters at a time. Lighting and high polygon counts don't actually need an open world to bring a GPU to its knees.
Conversely, Gothic presented a beautiful, open world 15 yeas ago on incredibly (for today's standards) weak hardware.

Don't need a open world but i my self would be way more interested in the title if it was, this is some $5 game $10 at most.
 
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It's open source now and apparently there is a decent online following still. I need to install it again.
Have they updated anything like that guy did for Descent 1 and 2 with Rebirth? I play that online occasionally.
 

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