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deepthaw

Digital Foundry's Technical Analysis of Doom 1-3 Release

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Posted (edited)

Digital Foundry did their expected frame counting and resolution measuring for their review of the recent release of Doom 1-3 for PS4/XBone/Switch

 

 

TLDR;

 

  • Doom 1 & 2 were apparently ported to C# then used Unity as a wrapper.
  • Game runs at 35fps, which means you have frame judder since it won't divide into 60hz smoothly.
  • It's not rendering at a resolution that scales to 1080p exactly, so scaling artifacts appear in the graphics.
  • Sound's messed up.

 

  • Doom 3's pretty great on all platforms. PS4/XBone are perfect with no issues.
  • Switch version sees occasional frame drops, but sticks to 60fps most of the time.

 

Won't bother going into the BNet crap since they're supposedly changing how that works...

Edited by deepthaw

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I'm relatively impressed DF managed to touch on the vast majority of the engine issues.  They covered pretty much everything I had heard was wrong with them.

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I eagle-eyed some other very rudimentary bugs you get when making a port from scratch. The lighting issues are because the flat lighting uses SCREENWIDTH in a calculation, so unless you notice and fix that, the lighting gets screwed up. I also noticed that the port has significant wall wiggle, which I suppose should have been obvious.

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Most of the issues in this port have simply accumulated over the years from the other "modern" ports. The BFG edition has the same broken lighting, framerate, slowed down music (something which itself inherited from the XBLA version), content removal (red crosses, nazis) and slightly broken Nightmare functionality (monsters and projectiles are not fast). Not to say that they are exonerated from not fixing these issues just because someone before them fucked it up.

 

Here's a shot of the lighting from the PC BFG edition. It's not quite as bad as the PS4 version, which makes sense if screenwidth is a factor as it's locked to a lower resolution. Playing the Switch in handheld mode also reduces the issue.

 

1AvCSQj.png

 

 

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Exactly, it’s issues are mostly accumulative from prior ports. It’s still probably the most accurate console port we have though. I’m weird but I actually like the 16:10 aspect ratio, it feels better to me seeing pixel perfect sprites, like I got used to from Doom95, Doom Legacy and later the GBA version, and having the TV almost filled up is great. But I can see why some people are annoyed at that too.

 

35fps is how the original Doom runs but, yeah, monitors are 70Hz so it divides evenly with good frame timing, while TVs and consoles tend to do 60.

 

An update just came out removing the mandatory sign in, however mine automatically signs in to the account I created after downloading, and I see no sign out option.

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How is this more accurate than the BFG engine? One example of being less accurate is the replacement of the pickup font for some reason.

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On 8/15/2019 at 8:14 PM, Danfun64 said:

How is this more accurate than the BFG engine? One example of being less accurate is the replacement of the pickup font for some reason.

I was thinking more things like the menus. I like how they kept the PC fonts and the pixel art look for them unlike the previous ports.

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