DOOM Eternal

DOOM Eternal

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Textures are awful
Im doing again this post because for some reason it got removed and it makes no sense

So yeah texture are straight awful at times. Some of them are very good but others are just ps2 textures

Developers said that they would improve the quality textures with id tech 7

What has happened here?
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Wait a minute....are these players saying the World suppose to still look Brand new!!!! When it got ♥♥♥♥♥♥ up XD. So they want perfect soil, perfect lighting, perfect ♥♥♥♥♥♥ up cars with working headlights XD....and so on. I can go on but it'll just make us all laugh and make them feel stupid.
Hey guys, I found a fix for the most part, although it doesn't solve all the low res textures.

The problem is Doom Eternal limiting texture resolution based on screen resolution. 1440p is basically using 1080p textures, so the only way to fix it is by using VIRTUAL RESOLUTION, which then upgrades texture resolution properly.

3200x1800 VSR fixes the vast majority of terrible visuals, and NOW it looks better than 2016. There are other games that have the same problem, but it's not always possible to run VSR in every game, especially since it really taxes lower end hardware. VSR works pretty well on AMD Vega, being a Vulkan game, but anyone using less powerful hardware won't be able to do it.

The developers are probably doing this to "eliminate texture aliasing", but the reality is that lower resolution textures on higher resolution screens looks TERRIBLE, and this shouldn't be a thing.

I had similar issues with Prey, but that game didn't run as well as Eternal did with VSR. The developers should be called out on this, because this is a really bad fad that is affecting a lot of modern games, and one of the biggest reasons why 2016 looked better than its competition.
DefectiveByDesign a écrit :
Hey guys, I found a fix for the most part, although it doesn't solve all the low res textures.

The problem is Doom Eternal limiting texture resolution based on screen resolution. 1440p is basically using 1080p textures, so the only way to fix it is by using VIRTUAL RESOLUTION, which then upgrades texture resolution properly.

3200x1800 VSR fixes the vast majority of terrible visuals, and NOW it looks better than 2016. There are other games that have the same problem, but it's not always possible to run VSR in every game, especially since it really taxes lower end hardware. VSR works pretty well on AMD Vega, being a Vulkan game, but anyone using less powerful hardware won't be able to do it.

The developers are probably doing this to "eliminate texture aliasing", but the reality is that lower resolution textures on higher resolution screens looks TERRIBLE, and this shouldn't be a thing.

I had similar issues with Prey, but that game didn't run as well as Eternal did with VSR. The developers should be called out on this, because this is a really bad fad that is affecting a lot of modern games, and one of the biggest reasons why 2016 looked better than its competition.

I hope this is fixed in a patch. I'm running an i7-4790k locked at 4.6ghz, with an OCed GTX 1660 Ti, and have 16 GB ram. Playing on a 1080p 144hz monitor and getting a solid 144 fps quite easily.

In Doom 2016, notably, I was able to set absolutely everything to the maximum (including "Virtual Texturing Page Size" at Nightmare), and I don't recall any of the textures in that game looking noticeably bad.

In Doom Eternal, while I have everything else at Ultra Nightmare, it doesn't allow me to go above Ultra for "Texture Pool Size", which uses nearly a gig less VRAM than the next setting up, which is Nightmare (and which only uses like 10mb *more* VRAM than I have.)

In Doom Eternal, despite having everything but that setting on Ultra Nightmare, there are definitely a number of bad looking textures. In particular, the monsters look pretty bad during the glory kill animations, whereas they didn't in Doom 2016.

I know my hardware isn't the greatest, but I'd like to be able to get at least the *same* level of quality out of the game as I was able to out of Doom 2016, which I don't think I am currently (as the gap between Ultra and even just Nightmare, not necessarily Ultra Nightmare, for "Texture Pool Size" appears to be quite large and likely indicates a noticeable texture quality difference.)

If the first game was able to render textures at different quality levels seemingly independently (or at least semi-independently) of VRAM, I feel like this one should be able to also.
Dernière modification de operator97; 24 mars 2020 à 8h26
Re-Read what I wrote. The texture quality is not dependent on "Ultra Nightmare".

IT IS DEPENDENT ON YOUR SCREEN RESOLUTION, and the VRAM size is more about not using compression than anything of value.

Nvidia users need to enable DSR (Dynamic Super Resolution) in their control panel, then make the game run a higher resolution than the monitor.

If you run the game at native resolution, the graphics are worse than Doom 2016. This is because the game is lowering quality based on resolution, not your texture level.

Can a 1660 handle 1440p or higher? If so, raise it. If not, now you know Nvidia ripped you off, and the Eternal Devs are incompetent for basing texture quality on resolution.
Dernière modification de DefectiveByDesign; 24 mars 2020 à 8h52
DefectiveByDesign a écrit :
Hey guys, I found a fix for the most part, although it doesn't solve all the low res textures.

The problem is Doom Eternal limiting texture resolution based on screen resolution. 1440p is basically using 1080p textures, so the only way to fix it is by using VIRTUAL RESOLUTION, which then upgrades texture resolution properly.

3200x1800 VSR fixes the vast majority of terrible visuals, and NOW it looks better than 2016. There are other games that have the same problem, but it's not always possible to run VSR in every game, especially since it really taxes lower end hardware. VSR works pretty well on AMD Vega, being a Vulkan game, but anyone using less powerful hardware won't be able to do it.

The developers are probably doing this to "eliminate texture aliasing", but the reality is that lower resolution textures on higher resolution screens looks TERRIBLE, and this shouldn't be a thing.

I had similar issues with Prey, but that game didn't run as well as Eternal did with VSR. The developers should be called out on this, because this is a really bad fad that is affecting a lot of modern games, and one of the biggest reasons why 2016 looked better than its competition.

I read you post, set to 3200x1800, and just did a bit of Eternal. I found myself looking at everything since then. I'd honestly stopped looking at anything when running it at 1440p.

I don't know if you are right, or it's just placebo. However I tried 4K initially when I started, but my 1080 Ti could not quite hold that at max settings. !080 Ti could run it fine, but in the odd pace it dipped to about 62fps. Then very occasionally at that frame rate, it would shimmer. ... I just went back to 1440p.

3200x1800 should be amazing then.

Will have to play the whole game again, and on an easier difficulty setting this time. It's because I am not sure if the resolution up-levelling has done so much, or what you say is right. However I was finding Eternal a bit bland, and barely even bothering to look at stuff. 1080p textures on a 1440p monitor - as you say.

Anyway, thanks for prompting me. Hope feedback to your post made it worthwhile you having posted.
Dernière modification de Tiny Trees; 24 mars 2020 à 10h13
Tiny Trees a écrit :
Anyway, thanks for prompting me. Hope feedback to your post made it worthwhile you having posted.
Glad I could help. I didn't think of it initially, but there were people saying the game looked better than 2016, and then I remembered how newer games are doing this shady texture quality shenanigan based on resolution, and voila that was the problem. It just wasn't a problem for 2016, so I didn't initially think of it. Still doesn't make it right though, especially when many people don't have hardware powerful enough to run the higher resolutions.

1440p should be possible on mid-range systems using 1080p monitors, but the real losers are people with mid-range cards maxed out at native 1440p that can't run 1800. They have no fix, and that's on the devs for doing this.
DefectiveByDesign a écrit :
Re-Read what I wrote. The texture quality is not dependent on "Ultra Nightmare".

IT IS DEPENDENT ON YOUR SCREEN RESOLUTION, and the VRAM size is more about not using compression than anything of value.

Nvidia users need to enable DSR (Dynamic Super Resolution) in their control panel, then make the game run a higher resolution than the monitor.

If you run the game at native resolution, the graphics are worse than Doom 2016. This is because the game is lowering quality based on resolution, not your texture level.

Can a 1660 handle 1440p or higher? If so, raise it. If not, now you know Nvidia ripped you off, and the Eternal Devs are incompetent for basing texture quality on resolution.

I understood you, I just meant, if you're right about it being coupled to resolution, hopefully they're able to fix that in some way in a future patch (as well as fix the misaligned textures, etc.)
DefectiveByDesign a écrit :
Re-Read what I wrote. The texture quality is not dependent on "Ultra Nightmare".

IT IS DEPENDENT ON YOUR SCREEN RESOLUTION, and the VRAM size is more about not using compression than anything of value.

Nvidia users need to enable DSR (Dynamic Super Resolution) in their control panel, then make the game run a higher resolution than the monitor.

If you run the game at native resolution, the graphics are worse than Doom 2016. This is because the game is lowering quality based on resolution, not your texture level.

Can a 1660 handle 1440p or higher? If so, raise it. If not, now you know Nvidia ripped you off, and the Eternal Devs are incompetent for basing texture quality on resolution.

I play at native 4K and some textures are still low res, which is obvious when standing close to geometry, looking at walls, ground etc.
There is no setting to control texture resolution ('texture pool size' is not it) and I think the game has only one texture quality for all resolutions. Now maybe your message address another issue and I'm just too demanding in term of texture quality at 4K.

Another finding is that the game really relies on sharpening to increase a bit texture sharpness.
This is controlled by r_sharpening whose default value is 2.0 which maps to 33 in the UI (0..100 range). You can see the original unsharpened texture by setting r_sharpening 0, and they are really blurry and low res even with TAA disable (r_antialias 0). The fact that textures need sharpening by default to enhance them is a bad sign on their original quality (resolution) IMHO.
And in that sense, if you set sharpening to 0 in the UI, it maps to r_sharpening 1, which means that there is still some sharpening even if you would think it is entirely disabled (which r_sharpening 0 does) !

Again, the game looks generally fine and great as long as one does not stare at walls, ground and other elements too close.
Dernière modification de bobbie424242; 24 mars 2020 à 11h17
relu419 a écrit :
Yes, I agree. The texture on City really sux and not consistent. Playing on Ultra/Nightmare graphics here. The cars sux, the "lava" looks like a PS2 wise thing too.


I think people forgot what PS2 graphics actually look like

https://www.youtube.com/watch?v=demVw94WZDk
Game is great, graphics are fine... Would you rather have all the people that bought this game pissed and upset because they purchased it and their systems can't handle it?

Id Software has learned from it's past mistakes, they tried with Doom 3 and Rage 1, those were also on the newest IDTech Engines at their times, Rage 1 was a little rushed and despite no real technical issues (for me) and same with Doom 3, they required a lot of us to go buy new GPU's ASAP because we couldn't handle the game.

Id Software did a great job, they took extra time to ensure the game was 100%, unlike Bethesda does with most of the games it Publishes... they worked together and did the right thing.

New engine... feels great, and you know that there will be updates, DLC, etc.. I have faith in the Id Software team to put out more content, maybe some higher-end stuff, they probably want to see how players react and make sure everyone can actually play...

Yeah it looks like your just killed someone on a Q3A map sometimes, especially when you chainsaw them open and the ammo/health falls out in "simpleitem 1" form lol.... but I don't mind it, I love it actually!
nakoda (banni(e)) 24 mars 2020 à 11h25 
Salamand3r- a écrit :
Bilbo Laggins a écrit :

If you look at the second screenshot, you can tell that the asset was meant to be used much smaller than that, or viewed from much further away. Both the poly count and and mapping clearly suggest that. Seems like environment design and the team actually producing the assets might not have been talking too closely.

It might be a distance LOD.
This may actually me a bigger culprit than people are giving attention to. Try disabling the Depth of Field setting and the Depth of Field Aliasing setting at the bottom of the graphics menu.
bitowankenhobitt a écrit :
I play at native 4K and some textures are still low res, which is obvious when standing close to geometry, looking at walls, ground etc.
There is no setting to control texture resolution ('texture pool size' is not it) and I think the game has only one texture quality for all resolutions. Now maybe your message address another issue and I'm just too demanding in term of texture quality at 4K.

Another finding is that the game really relies on sharpening to increase a bit texture sharpness.
This is controlled by r_sharpening whose default value is 2.0 which maps to 33 in the UI (0..100 range). You can see the original unsharpened texture by setting r_sharpening 0, and they are really blurry and low res even with TAA disable (r_antialias 0). The fact that textures need sharpening by default to enhance them is a bad sign on their original quality (resolution) IMHO.
And in that sense, if you set sharpening to 0 in the UI, it maps to r_sharpening 1, which means that there is still some sharpening even if you would think it is entirely disabled (which r_sharpening 0 does) !

Again, the game looks generally fine and great as long as one does not stare at walls, ground and other elements too close.
4K is the max you can get. The low res textures are a separate issue that I was talking about earlier, and it is not uniform. You have HD graphics with random low resolution textures that look out of place. There is also broken level geometry that you can find looking around.

The resolution ruining textures issue you can replicate yourself by running 1440p, which looks like it's using 1080p textures. 1080p probably looks like 720p too. You won't notice it running 4k, because 4k is fully maxing the game out. The developers are just cheating lower resolution customers out of quality settings that can run on their system.
DefectiveByDesign a écrit :
bitowankenhobitt a écrit :
I play at native 4K and some textures are still low res, which is obvious when standing close to geometry, looking at walls, ground etc.
There is no setting to control texture resolution ('texture pool size' is not it) and I think the game has only one texture quality for all resolutions. Now maybe your message address another issue and I'm just too demanding in term of texture quality at 4K.

Another finding is that the game really relies on sharpening to increase a bit texture sharpness.
This is controlled by r_sharpening whose default value is 2.0 which maps to 33 in the UI (0..100 range). You can see the original unsharpened texture by setting r_sharpening 0, and they are really blurry and low res even with TAA disable (r_antialias 0). The fact that textures need sharpening by default to enhance them is a bad sign on their original quality (resolution) IMHO.
And in that sense, if you set sharpening to 0 in the UI, it maps to r_sharpening 1, which means that there is still some sharpening even if you would think it is entirely disabled (which r_sharpening 0 does) !

Again, the game looks generally fine and great as long as one does not stare at walls, ground and other elements too close.
4K is the max you can get. The low res textures are a separate issue that I was talking about earlier, and it is not uniform. You have HD graphics with random low resolution textures that look out of place. There is also broken level geometry that you can find looking around.

The resolution ruining textures issue you can replicate yourself by running 1440p, which looks like it's using 1080p textures. 1080p probably looks like 720p too. You won't notice it running 4k, because 4k is fully maxing the game out. The developers are just cheating lower resolution customers out of quality settings that can run on their system.

I have a native 1440p screen, you're saying the textures are lower res than they have to be???
DefectiveByDesign a écrit :
4K is the max you can get. The low res textures are a separate issue that I was talking about earlier, and it is not uniform. You have HD graphics with random low resolution textures that look out of place. There is also broken level geometry that you can find looking around.

The resolution ruining textures issue you can replicate yourself by running 1440p, which looks like it's using 1080p textures. 1080p probably looks like 720p too. You won't notice it running 4k, because 4k is fully maxing the game out. The developers are just cheating lower resolution customers out of quality settings that can run on their system.

This sounds interesting. I've been having the same issue, the shading and textures just look off, they look ugly, and I feel something is bugged.

Low and Ultra-Nightmare, shower almost no difference in texture quality, or Frame-rate for that matter.
I'm running on 1440p on Ultra-Nightmare with a 1080ti, and the task manager is indicating I'm using only 5% of the GPU, that's weird.
Will try the DSR setting you mention, and will give it a shot!
TheAd0 a écrit :
I have a native 1440p screen, you're saying the textures are lower res than they have to be???
100% dude, you HAVE to use VSR/DSR to get the real HD textures, and Eternal is NOT the only game that does this. It's a really annoying scam that game developers have been using ever since 4k came out, and I think they are doing it to sell 4k monitors and 4k graphics cards.

Game developers are constantly working with hardware companies to scam us into buying hardware. Just look at every gameworks game, and it's pretty obvious.

The "official excuse" is probably texture aliasing, but it's ugly, cheap, and scammy in reality. Texture aliasing is also not a thing when you are using AA. TSAA, MLAA, MLAA, or even FXAA is good enough to cover it, so the real reason is that they are forcing people to buy 4k monitors and graphics cards on the down low.

Textures can clearly be raised higher with no issue on 1440p screens using 1800p VSR, so the settings are over softening native rendering for no legitimate reason. VSR also has the side benefit of cleaning up ugly post processing that doesn't look good on native resolution.

SIDE NOTE: DVDs did the SAME SCAM when Bluray came out. You could zoom in DVDs to see the video quality was recorded much lower than the actual resolution. When DVDs came out, they maxed out quality, progressive scan, etc, but after Bluray DVDs were all interlaced and reduced to old VCR resolutions instead of the full capabilities of the standard. It was never necessary to lower DVD quality for bad TVs, because the players could all downsample the higher quality to those TVs. They actually did it to sell bluray.
Dernière modification de DefectiveByDesign; 24 mars 2020 à 19h56
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Posté le 20 mars 2020 à 5h45
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