• Welcome to TechPowerUp Forums, Guest! Please check out our forum guidelines for info related to our community.

DOOM: The Dark Ages Requires RT. Release Date, PC System Requirements, and New Gameplay Trailer Revealed

Joined
Nov 15, 2024
Messages
101 (1.42/day)
the first thing i thought when looking at the poster is "Evil Dead: The FPS", he has a BOOMSTICK and a CHAINSHIELD, pretty much in the same pose as army of darkness :D

when i watched the trailer, errrrr it's pretty much a high budget serious sam 4: hordes of enemies, gore, he even gets on a pacific-rim jäger just like Sam gets on the popemobile (one of the favourite parts of the entire game for me)
I always thought the first RAGE was an interesting blueprint for how a DOOM WORLD game might play.
 
Joined
Jan 8, 2024
Messages
251 (0.66/day)
I miss Doom 2016's multiplayer. It was extremely fun. A perfect combination of Halo and Doom. Shame they couldn't keep the cheaters out. Looks like they've completely abandoned proper multiplayer in the sequels.
 
Joined
Jul 13, 2016
Messages
3,437 (1.10/day)
Processor Ryzen 7800X3D
Motherboard ASRock X670E Taichi
Cooling Noctua NH-D15 Chromax
Memory 32GB DDR5 6000 CL30
Video Card(s) MSI RTX 4090 Trio
Storage P5800X 1.6TB 4x 15.36TB Micron 9300 Pro 4x WD Black 8TB M.2
Display(s) Acer Predator XB3 27" 240 Hz
Case Thermaltake Core X9
Audio Device(s) JDS Element IV, DCA Aeon II
Power Supply Seasonic Prime Titanium 850w
Mouse PMM P-305
Keyboard Wooting HE60
VR HMD Valve Index
Software Win 10
It was no different in the late 90's and early 2000's when graphics fidelity sky rocketed within a couple of years.

The market was not very mature back then, people were willing to put up with that sort of thing because it was still very young.

There's really no excuse for a game to do the same thing today because you can always have a rasterization fallback to RT, every game engine already supports rasterized lighting and a mature implementation at that. When early 3D PC games started implementing features that required a GPU upgrade it's because there was no fallback. Those were the very basics required to make 3D games. Today we are lucky enough to have multiple approaches and it makes sense to utilize everything where appropriate.

Your average AAA title in the 90s ran 1-3 million, your average AAA title today runs $200 - $400 million. Really no excuse to not include a tried and true rasterized fallback when rasterized lighting has already been so well refined.

I'd also like to point out two other important factors:

1) RT introduces noise. This is visible on surfaces and reflections.
2) Getting decent RT performance is expensive. The cost to purchase a base level of performance in AAA titles has been skyrocketing due to game requirements exploding and a lack of improvement to value provided by GPU manufacturers.

The transition to RT feels forced. I'm willing to bet if good RT performance was affordable and gamers were always given the choice between RT and Raster the technology would be a lot less grating for many. As it stands right now it's both expensive and Nvidia seems dead set on dragging gamers along regardless of their impressions. Regardless of which side of the fence you sit on, you have to agree that this is absolutely not the correct approach.
 
Joined
Aug 2, 2012
Messages
2,066 (0.45/day)
Location
Netherlands
System Name TheDeeGee's PC
Processor Intel Core i7-11700
Motherboard ASRock Z590 Steel Legend
Cooling Noctua NH-D15S
Memory Crucial Ballistix 3200/C16 32GB
Video Card(s) Nvidia RTX 4070 Ti 12GB
Storage Crucial P5 Plus 2TB / Crucial P3 Plus 2TB / Crucial P3 Plus 4TB
Display(s) EIZO CX240
Case Lian-Li O11 Dynamic Evo XL / Noctua NF-A12x25 fans
Audio Device(s) Creative Sound Blaster ZXR / AKG K601 Headphones
Power Supply Seasonic PRIME Fanless TX-700
Mouse Logitech G500S
Keyboard Keychron Q6
Software Windows 10 Pro 64-Bit
Benchmark Scores None, as long as my games runs smooth.
The market was not very mature back then, people were willing to put up with that sort of thing because it was still very young.

There's really no excuse for a game to do the same thing today because you can always have a rasterization fallback to RT, every game engine already supports rasterized lighting and a mature implementation at that. When early 3D PC games started implementing features that required a GPU upgrade it's because there was no fallback. Those were the very basics required to make 3D games. Today we are lucky enough to have multiple approaches and it makes sense to utilize everything where appropriate.

Your average AAA title in the 90s ran 1-3 million, your average AAA title today runs $200 - $400 million. Really no excuse to not include a tried and true rasterized fallback when rasterized lighting has already been so well refined.

I'd also like to point out two other important factors:

1) RT introduces noise. This is visible on surfaces and reflections.
2) Getting decent RT performance is expensive. The cost to purchase a base level of performance in AAA titles has been skyrocketing due to game requirements exploding and a lack of improvement to value provided by GPU manufacturers.

The transition to RT feels forced. I'm willing to bet if good RT performance was affordable and gamers were always given the choice between RT and Raster the technology would be a lot less grating for many. As it stands right now it's both expensive and Nvidia seems dead set on dragging gamers along regardless of their impressions. Regardless of which side of the fence you sit on, you have to agree that this is absolutely not the correct approach.
You can't just make a toggle for Raster vs RT/PT due to baked lighting.
 
Joined
Jul 13, 2016
Messages
3,437 (1.10/day)
Processor Ryzen 7800X3D
Motherboard ASRock X670E Taichi
Cooling Noctua NH-D15 Chromax
Memory 32GB DDR5 6000 CL30
Video Card(s) MSI RTX 4090 Trio
Storage P5800X 1.6TB 4x 15.36TB Micron 9300 Pro 4x WD Black 8TB M.2
Display(s) Acer Predator XB3 27" 240 Hz
Case Thermaltake Core X9
Audio Device(s) JDS Element IV, DCA Aeon II
Power Supply Seasonic Prime Titanium 850w
Mouse PMM P-305
Keyboard Wooting HE60
VR HMD Valve Index
Software Win 10
You can't just make a toggle for Raster vs RT/PT due to baked lighting.

Well you can because certain games have exactly that. Baked lighting doesn't require RT on the consumer's hardware, that's not how baking works. The lighting is calculated on the devs end and it isn't done in real-time anyways.
 
Top