This thing is stupendously optimized
This is my main issue with the game and the 2016 prequel. All sounds are pretty much on the same level and there is no dynamic range. It also hurts sound location, so it's harder to find an enemy or a projectile. I was enjoying both games to a point when the audio became too fatiguing, not the hectic gameplay. The music is also a loudness war mess so it further increases the narrow wall of sound effect.Only complaint I have so far is the sound mixing is hideous. Good soundtrack but everything else has this weird wrong channel effect and you think theres something wrong with your headphones but nope thats just how the sound is.
It's kinda of funny how they completely screwed Mick Gordon.
Like Joker said:Seems to me Stratton is just a retard. I don't know how much of a PR impact this had, but if Mick Gordon decides not to work with them anymore (and i assume he won't given Marty even went on record trashing the guy) that's probably gonna cost them more than however much they managed to cheat out of him.
Corporate people, what a bunch of dumbfucks.
Whoever they got after Carmack left was very much up to the task.
That's gotta be Carmack's work.Either the new guy is good or whatever Carmack left was enough because if there is one positive about the nu-Doom games is how optimized they are. I got over 100 FPS fairly comfortably on Eternal with everything on ultra on a 1440p screen. This kind of performance is unheard of among AAA slop.
So Tiago is really good then?Tiago was at Crytek before, where he worked on CryEngine with close assistance from Nvidia engineers. I recall an old interview where he said id Tech 6's performance was the result of early optimization. So whatever they implemented (and that included not just code but also models like monsters, detail, etc) they optimized it for performance right from the start, not leaving this process for a late alpha or beta stage. Then there were proper multithread optimizations for the CPU cores to be kept busy, async compute on the GPU and...
...I miss John Carmack's QuakeCon keynotes and .plan files.
FILTERED by BlasphemousThis is a horrible sequel and you're horrible for liking it.
nu-Doom itself was really mediocre.I didn't get filtered by anything. This game is simply a giant step down in quality from DOOM 2016 in every way imaginable. It's a piss poor sequel.
Just started playing Doom3 again, 3D positional audio plus EAX effects. Game sounds very very good.This is my main issue with the game and the 2016 prequel. All sounds are pretty much on the same level and there is no dynamic range. It also hurts sound location, so it's harder to find an enemy or a projectile. I was enjoying both games to a point when the audio became too fatiguing, not the hectic gameplay. The music is also a loudness war mess so it further increases the narrow wall of sound effect.Only complaint I have so far is the sound mixing is hideous. Good soundtrack but everything else has this weird wrong channel effect and you think theres something wrong with your headphones but nope thats just how the sound is.
There can be no loud if everything is loud already. Many modern games suffer from that, unfortunately (and have additional annoyances, like softening all the ambient sounds when an NPC is speaking - we didn't need such "mastering" years ago and still heard everything). Seems the advances in technology have caused a decrease in audio fidelity in all kinds of entertainment - music was the first to suffer the so called loudness wars, but games and movies joined soon thereafter.
And yeah, the new Doom series are a showcase of great visual quality and exceptional performance.
Great game.Just started playing Doom3 again, 3D positional audio plus EAX effects. Game sounds very very good.This is my main issue with the game and the 2016 prequel. All sounds are pretty much on the same level and there is no dynamic range. It also hurts sound location, so it's harder to find an enemy or a projectile. I was enjoying both games to a point when the audio became too fatiguing, not the hectic gameplay. The music is also a loudness war mess so it further increases the narrow wall of sound effect.Only complaint I have so far is the sound mixing is hideous. Good soundtrack but everything else has this weird wrong channel effect and you think theres something wrong with your headphones but nope thats just how the sound is.
There can be no loud if everything is loud already. Many modern games suffer from that, unfortunately (and have additional annoyances, like softening all the ambient sounds when an NPC is speaking - we didn't need such "mastering" years ago and still heard everything). Seems the advances in technology have caused a decrease in audio fidelity in all kinds of entertainment - music was the first to suffer the so called loudness wars, but games and movies joined soon thereafter.
And yeah, the new Doom series are a showcase of great visual quality and exceptional performance.
What's the take on the expansion (Resurrection of Evil) and the DLC (Lost Mission)?Great game.
Mediocre.What's the take on the expansion (Resurrection of Evil) and the DLC (Lost Mission)?Great game.
True. I always liked DooM3. Great sci fi horror romp, plus to me it still looks beautiful today.Great game.Just started playing Doom3 again, 3D positional audio plus EAX effects. Game sounds very very good.This is my main issue with the game and the 2016 prequel. All sounds are pretty much on the same level and there is no dynamic range. It also hurts sound location, so it's harder to find an enemy or a projectile. I was enjoying both games to a point when the audio became too fatiguing, not the hectic gameplay. The music is also a loudness war mess so it further increases the narrow wall of sound effect.Only complaint I have so far is the sound mixing is hideous. Good soundtrack but everything else has this weird wrong channel effect and you think theres something wrong with your headphones but nope thats just how the sound is.
There can be no loud if everything is loud already. Many modern games suffer from that, unfortunately (and have additional annoyances, like softening all the ambient sounds when an NPC is speaking - we didn't need such "mastering" years ago and still heard everything). Seems the advances in technology have caused a decrease in audio fidelity in all kinds of entertainment - music was the first to suffer the so called loudness wars, but games and movies joined soon thereafter.
And yeah, the new Doom series are a showcase of great visual quality and exceptional performance.
Delta Labs followed by Hell is when the game peaks.
Remember to avoid the BFG edition. Its sound is fucked up. One of the id programmers told me it's because they ported the audio to the new engine without any tuning but they'll fix that in the next patch. It never came.Just started playing Doom3 again, 3D positional audio plus EAX effects. Game sounds very very good.