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Doom 4 Alpha Benchmarks

We can ignore them, yes, but i'm curious, if they don't count then why do they exist? Is it information for developers or something? Honest question.

Some sites only ask "Can we?" and don't bother follow up with "Should we?" They put that stuff out there just to put it out there, even if data like this causes more harm and confusion than good.

Edit: Especially when these benchmarks are ran on leaked and then cracked alpha build
 
Maxing out games, especially at 60fps was always quickly out of reach of high end cards and I can't complain that devs push boundaries.
I'm fine with devs pushing boundaries.

It's just that, from the footage iv'e seen so far, i don't see any boundaries being pushed, visually, with this game.
 
I'm fine with devs pushing boundaries.

It's just that, from the footage iv'e seen so far, i don't see any boundaries being pushed, visually, with this game.

Performance like this elicits a double take, but this is alpha so no worries.
 
Some people are happy games are 'pushing PC hardware' (eg Doom 4, Tomb Raider). But there is nothing spectacular looking that actually warrants such high GPU requirements. Looks like a case of bad optimisation to me.
 
While I don't entirely disagree with you about being disappointed in Doom's visuals versus previous Id games, comparing it to Doom 3 isn't exactly fair. At that point there was a huge shift to shaders just starting to happen which allowed games that took advantage of them to basically look a couple generations ahead. Doom 3 was using the new resources available to a greater extent than anything else.

That kind of hardware paradigm shift has simply not happened again since then. It's also important to keep in mind that Doom 3 wasn't trying to aim for 60FPS as a standard framerate either. According to an Id presentation I listened to, they weren't even running at 60FPS internally at the time of release.

It's legitimately upsetting to me to see an Id Tech game without Carmack at the helm but let's be fair with our comparisons.
It was not just the shift to shaders, as doom 3 embraced a no-holds-bar model for lighting and shadowing which still is not exactly prevalent. All real time lighting, all real time shadows.

The move to progammable shaders also allowed for stuff like bump maps and nice specular (take a look at HL2), but Doom 3 went the extra mile above.
Looks like a case of bad optimisation to me.

Regrdless of looks and requirements: this just looks like alpha performance to me and is as a result an absolutely mundane topic of conversation. Which is funny that certain warriors come in the thread and add their analysis about it.
 
Some people are happy games are 'pushing PC hardware' (eg Doom 4, Tomb Raider). But there is nothing spectacular looking that actually warrants such high GPU requirements. Looks like a case of bad optimisation to me.

As long as games will look almost the same on consoles, I guess it's only poor otimisation (except for those high framerates). Which is hard on PC anyway, but hey.
 
So the Radeon 7970, that I changed about 3 years ago, overperforms my actual GTX 980, great to see that...I know is just a alpha version and drivers are likely to be the issue here, though is always funny to see things like those
 
For a game like this, a 980TI not hitting 60fps above 1080 is laughable.

Seriously. I came into this thread thinking "I wonder how a 980ti is doing at 4k?"

Still a ton of time for optimization, though. This game went from day one to me waiting 'til I hear how it runs from everyone.
 
Again, if the alpha is automatically picking settings based on the hardware, that might explain the dependency in the benchmarks. Especially if it's being too aggressive. It is an alpha.

I think it's sensible to just take these results with a grain of salt and move on.
 
While I don't entirely disagree with you about being disappointed in Doom's visuals versus previous Id games, comparing it to Doom 3 isn't exactly fair. At that point there was a huge shift to shaders just starting to happen which allowed games that took advantage of them to basically look a couple generations ahead. Doom 3 was using the new resources available to a greater extent than anything else.

That kind of hardware paradigm shift has simply not happened again since then. It's also important to keep in mind that Doom 3 wasn't trying to aim for 60FPS as a standard framerate either. According to an Id presentation I listened to, they weren't even running at 60FPS internally at the time of release.

It's legitimately upsetting to me to see an Id Tech game without Carmack at the helm but let's be fair with our comparisons.

I'm not sure just how much of a difference Carmack would have made regardless. The sheer scope of AAA development has grown to such a point where a single programmer can't have as much influence and bearing on a product as they could 15-20 years ago.
 
Again, I was running the legit alpha at 60FPS locked with an i5 2500k and 980, the auto detect settings are clearly enabling unfinished graphical settings in this leaked version
 
It was not just the shift to shaders, as doom 3 embraced a no-holds-bar model for lighting and shadowing which still is not exactly prevalent. All real time lighting, all real time shadows.

The move to progammable shaders also allowed for stuff like bump maps and nice specular (take a look at HL2), but Doom 3 went the extra mile above.

That's true, though their approach obviously had a very limited set of scenarios that it could work with.

Doom 3 was incredibly forward looking but the market was also quite a bit different then. Designing engines that have to play nice with consoles is an unfortunate reality now that even Carmack was aware of when he designed Id Tech 5.

Id Tech 6 is by far the least ambitious engine to come out of that company though. That's for sure.

I'm not sure just how much of a difference Carmack would have made regardless. The sheer scope of AAA development has grown to such a point where a single programmer can't have as much influence and bearing on a product as they could 15-20 years ago.

Yeah, Carmack himself stated I think around Doom 3's development that it was the first time there were significant portions of code in the engine that he didn't touch due to having a lot more programmers on board and the complexities there.

Be that as it may, he was still the driving creative force behind the tech. Id seemed to always follow a very unusual approach of seeing what direction Carmack went and then following creatively. Most company's seem to do the opposite, but when your lead programmer is John Carmack, you trust him.
 
IIRC Carmack's long term vision/pet project engine wise before he left id was switching from polygons to voxels and/or raytraced lighting.
 
Meh, judging performance on an alpha doesn't mean a lot but:
Apparently the game will automatically adjust settings, not allowing the user to manipulate (not amenable to logic, but apparently setting is determined based on the volume of video adapter).
Fuck this, it's such bullshit. Rage had simillar thing with it's megatexture crap. How can they believe having such features is good? And what, lokced framerate too? Tied to animation? Damn... At least alow users to tweak settings with .ini files. Throw that idTech engine to the trashbin.

I really hope this is all due to the Alpha state, but I'm doubtful.
 
I have a feeling the game speed is still tied to the frame rate, hence the 60 fps lock. Which means it's probably gonna be the same for every id tech 6 game, including Dishonored 2.

:/
 
Man, this game screams to be played at ultra high framerates but it seems Bethesda is intent on ruining that. What's up with these newer games tying animations or game speed to framerate? I heard DSII had it and I just had to cap Skyrim to 72 despite having the horsepower to blow it away. Does Fallout 4 also have this issue?

Interesting benchmarks of late, looking forward to Hitman tomorrow.

That async compute tho...
 
So the Radeon 7970, that I changed about 3 years ago, overperforms my actual GTX 980, great to see that...I know is just a alpha version and drivers are likely to be the issue here, though is always funny to see things like those

Lack of game's renderer optimization for anything but the console's GCN architecture in this alpha build is the obvious issue here.
 
Yep, that's a Bethesda game - lmao.

It's sad that a company with such interesting IPs and cash is completely incapable of providing an up to date graphics experience. They should take a look at EA's Frostbite engine. That's how you make a modern graphics engine. But why change a thing as long as customers buy their mediocre games? I think I'll pass on this game. And if the next Elder Scrolls or Fallout game still uses that shitty old engine, I will pass on them, too.
 
DOOM_1920.jpg


...wait a second? AH-HA! Doesn't anyone else see what's going on here? Why the hell is a 4-year old AND GPU (the 7970) outperforming the GTX 970 or even the 780? And why is there more red on the top than green?

THis website is trying to make the Nvidia cards look more shit than they actually are.
 
The game is apparently using unchangeable settings based on the GPU used, so those benchmark values are not comparable. Should probably have been put in the title.
 
GemĂĽsepizza;195774875 said:
The game is apparently using unchangeable settings based on the GPU used, so those benchmark values are not comparable. Should probably have been put in the title.

This thread shouldn't even exist imo. Benchmarks are done on alpha client that has been cracked in fast and dirty way just because people over at DOOM World datamined it, and wanted to see what they can get client to do. There is possibly so much wrong going on with that client because of crack, on top of being alpha.

P.S. They got MP to work against bots
 
other than that there's a 60fps lock in place I don't know what the hell i'm supposed to extrapolate from these results. I don't know what settings this game is running at on each GPU. I don't know what settings we've seen in footage up to this point. And we're discussing an alpha at any rate. so all these conclusions people are jumping too... that's the thing about this topic that I understand the least.
 
other than that there's a 60fps lock in place I don't know what the hell i'm supposed to extrapolate from these results. I don't know what settings this game is running at on each GPU. I don't know what settings we've seen in footage up to this point. And we're discussing an alpha at any rate. so all these conclusions people are jumping too... that's the thing about this topic that I understand the least.

You expect people to apply critical thinking rather than just jumping to quick confusions based on some graphs? Do you use the same internet that I use?
 
It was not just the shift to shaders, as doom 3 embraced a no-holds-bar model for lighting and shadowing which still is not exactly prevalent. All real time lighting, all real time shadows.

The move to progammable shaders also allowed for stuff like bump maps and nice specular (take a look at HL2), but Doom 3 went the extra mile above.


Regrdless of looks and requirements: this just looks like alpha performance to me and is as a result an absolutely mundane topic of conversation. Which is funny that certain warriors come in the thread and add their analysis about it.
Yeah the game still has a long way to go to be released. But I would be disappointed if Doom 4 has really high GPU requirements, unless of course, the game actually looks visually defining. I don't want my 970 to be obsolete by console ports you see, lol.

The fact that the best looking PC game was released last gen says it all.
 
GemĂĽsepizza;195773915 said:
Yep, that's a Bethesda game - lmao.

It's sad that a company with such interesting IPs and cash is completely incapable of providing an up to date graphics experience. They should take a look at EA's Frostbite engine. That's how you make a modern graphics engine. But why change a thing as long as customers buy their mediocre games? I think I'll pass on this game. And if the next Elder Scrolls or Fallout game still uses that shitty old engine, I will pass on them, too.
This is a quick and dirty crack of an alpha with a bunch of unfinished stuff in it. Some of the things they enabled killed performance. Though you are a good example of why iD needs to get the beta out soon.

Also iD tech engine =/= Gamebryo engine
 
I'm hopeful that my 980Ti will hold 60fps at mostly high/ultra settings at 1440p. If I have to cut back a few settings to reach that...I'm okay with that. I just hope this game is really pushing some techniques that will give the game a bit of leg-room to grow and look even better over time.

The fact that the best looking PC game was released last gen says it all.

What game was that again?
 
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