DOOM @ 200 FPS Under Vulkan

The GeForce website has word on a press demonstration of the new DOOM game that showed off a couple of possible points of interest. The clip shows the game with all the visual settings maxed out running at 60 fps on a GTX 1080, their just-announced upcoming flagship accelerator. They also say that this was running under Vulkan, saying DOOM will be the first AAA game to make use of this new low-level API. The kicker comes at the end when they turn off the artificial framerate cap to show the unthrottled game can actually run at 200 frames per second with everything set to "Ultra." Here's a video showing the demonstration, and here's word:
At a post-announcement event for technology journalists, id Software made a surprise appearance to demo the new Doom. Running on a GeForce GTX 1080, the framerate was a solid 60 with every setting turned to Ultra. It was then revealed that the demo was in fact running on Vulkan, a cross-platform low-level graphics API, making Doom the first AAA game to use the exciting new technology. But that wasn't all: for their big finale, id Software announced that the framerate was being artificially capped to 60 -- switching the cap off, Doom ran at up to 200 FPS during the multi-minute live demo!

By eliminating most of the overheads present on DirectX 11, and by utilizing new technologies and techniques, Vulkan can greatly accelerate framerates in games. And with the GeForce GTX 1080 you can push those framerates higher and higher.

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Re: Doom, verticality
May 9, 2016, 15:18
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Re: Doom, verticality May 9, 2016, 15:18
May 9, 2016, 15:18
 
CJ_Parker wrote on May 9, 2016, 12:35:
It applies more than ever. Back in the day when id games were PC exclusive and Carmack was still on board, people bought the latest id game not just for the game but also as benchmarks for what is the visual state of the art in gaming. I was one of them. I wasn't even that interested in the Dooms or Quake 1 + 2 or Q3A as a game but I did not want to miss out on the graphical spectacle.

This new Doom? Laughable garbage. Low detail, slow pace, little variety, everything is low res, zoomed in and XXL for controller friendliness, same goes for the lack of vertical gameplay, everything happens in a narrow band in front of the player so controllers basically only need to be moved left/right and only slightly up/down.
The console compromises here are plain as day to see for anyone with an eye for the analytical detail of why a game is made as it is and I'm more than happy to share my expertise with y'all (even if most of ya don't deserve it! ).

You're complaining about a lack of vertical gameplay in a Doom game... which never had a variety of vertical gameplay (beyond a few platforms or stairs). In fact, you couldn't even mouselook up and down in classic Doom or Doom 2...

A lot of people could argue that too much vertical play is actually UN-Doomish and not something they want. And "controller friendliness"? The original Doom had how many controls exactly? Weapon swaps, strafe, shoot... not even reload! And the display... huge numbers for health and ammo and armor.

Did we play the same classic Doom?
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