Is this the first time we've heard about Vulcan running on the PS4? I know it was said to be capable of running it but I can't remember it being in any other game:
The return to DOOM in 2016 has been every bit as memorable as the original game was upon release way back in 1993.
Developer id Software has successfully recaptured the gore-infused mayhem of the original DOOM, while also managing to open the gates of hell for a new generation of players.
With its passionate legion of fans clinging to every tidbit surrounding the studio’s next release, to say that DOOM was under the strain of high expectations would be an enormous understatement.
Fortunately, the game’s performance fits in well with id’s philosophy of high-tier performance and aesthetic allure, both of which are obviously at the top of the studio’s design goals.
DOOM’s performance across the board — on PC and on consoles — proves that id Software is still at the top of its game when it comes to game design and performance, something studio executive producer Marty Stratton accredits the game’s programmers for.
“Yeah, it’s hard [to optimise performance across platforms],” Stratton said during a video link Q&A at Melbourne’s ACMI, “and our programmers were the ones that did it. They would probably say it was even harder [laughs]. It’s one of those things that when you’re working it in … I mean, my whole career, our technology team has been [at the] top of the industry. I’ve worked at id or on id games almost my whole career so it’s probably something I’ve come to take for granted.”
Stratton says that the work put in to ensure a game like DOOM runs at optimal levels across platforms is “ridiculous”, and that while id Software is “primarily a PC development house”, they recognise the size and importance of the console market.
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“We really think from a PC mindset, where we want to go with performance and graphics options and graphics quality. We have some hardcore ‘PC Master Racers’ [laughs] as they’re called, [and] I think [that] when you set the bar that high, it really becomes a challenge for the programmers [to focus] more on optimisation.”
Interestingly, Stratton said that often during development, the game wouldn’t even run on consoles because the team was so focused on PC optimisation.
“[As] you go through development — as we went through development — we spent a lot of time where the game [didn’t] even run on the consoles because [we’re] pushing the boundaries with how [we’re] creating art, and how [we’re] creating levels, and the AI [we’re] throwing on the string, sometimes it doesn’t even work.”
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Stratton admitted that it’s “not the best way to develop [a] game”, but that it was how they did things at id.
“[It’s] a race to optimise,” he said. “[The programmers] did a tremendous job.”
DOOM’s consistent performance still has room for improvement, with upcoming updates to support the Vulkan API for PCs still high on the agenda. Stratton says that the consoles, particularly the PlayStation 4, allowed the game engine to be refined in a way that makes for an ‘exciting’ future.
“I am really excited about a lot of the things we have coming in the future,” Stratton said. “The way [the programmers] architected the engine for the consoles, particularly the PlayStation 4, it sets it up really well to be natively capable on the new Vulkan API for PCs, which is really going to expand the audience.
“When that comes out and those cards come out, with DOOM we have an upcoming release that will be Vulkan supported, it will make your game run really well on older-generation cards and at 200-plus frames a second on the higher-end stuff. And you know it runs really well, really smooth on the consoles on both sides. I’m really proud of our tech team.”
DOOM launched on May 13 to mostly positive reviews, with a Metacritic score hovering around 85 on PC. What did you think of DOOM?
http://fenixbazaar.com/ps4-helped-doom-engine/
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