The DOOM Open Beta finished earlier this week and thanks to your participation over the course of the weekend, we got a lot of great information. The server backend infrastructure held up really well to the load, and we got all of the data we need in preparation for the worldwide launch on May 13. Based on your feedback we had already made a considerable number of updates and improvements between the Closed Betas and Open Beta, and we appreciate all the additional feedback you shared with us during the Open Beta.
In particular we got a lot of feedback from the PC community with regards to capped framerates, monitor support, multi-monitor support and other PC features that weren’t emphasized in the Beta for various development reasons. So to clarify: At launch the PC framerate will not be capped. Further, the PC version of DOOM will expose a comprehensive set of advanced game and rendering options that will allow players to dial the experience up or down based on their individual desires or hardware capabilities.
PC gaming is in our DNA here at id. Just like so many of you, we also love to tinker with settings to get the exact experience we want – and every ounce of performance our systems can handle. We will be running an uncapped framerate on PC at launch, supporting ultra-wide 21:9 monitors, allowing wider FOV, and providing a wide variety of advanced settings that allows any PC connoisseur the opportunity to make intelligent tradeoffs between visual fidelity and performance.
We also know many of you are interested in some deeper insight into the types of fundamental changes we’ve made to our engine technology over the last few years. In the coming weeks, we’ll be giving you an inside look at idTech 6 engine architecture, our rendering pipeline, our customization tech and other initiatives we have underway to broaden our minimum PC spec even further than our current expectations.
Our current expected PC advanced settings include:
Manually Lock Framerate (un-locked by default)
Lights Quality
Chromatic Aberration Toggle
Shading Quality
Post Process Quality
Particles Quality
Game F/X Quality
Decal Quality
Directional Occlusion
Reflections Quality
Depth of Field Toggle
Decal / Texture Filtering
Motion Blur Quality / Toggle
Sharpening Amount
Lens Flare Toggle
Lens Dirt Toggle
Texture Atlas Size
Show Performance Metrics
Resolution Scaling
UI Opacity
Film Grain
Rendering Mode
FOV Slider
Simple Reticle
Show First-person Hands Toggle
Use Compute Shaders
Vsync (support or triple buffering)
Thank you again for the feedback and support. We hope that, regardless of your preferred platform, you come back to learn more about the technical work we’ve done on DOOM. We’re excited to share it.