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Foebane72

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About Foebane72

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  1. Foebane72

    Queries about Ancient Gods DLCs

    Yep, bought them both this morning and they're running fine!
  2. Foebane72

    Queries about Ancient Gods DLCs

    It seems the DLCs are embedded into the base game I downloaded, so I suppose that's sorted :)
  3. Foebane72

    Queries about Ancient Gods DLCs

    I've got the original Doom Eternal on Steam (not a Game Pass AFAIK) and am interested in having a play of The Ancient Gods DLCs. Now, Steam lists DE and each DLC as the same amount of storage space on SSD (80Gb), but surely that's all three together in one package? I figured that all I have to do is to buy the DLC on Steam to unlock what I already have installed, right? Otherwise, it would seem like the amount of data for each DLC is equal to that of the main campaign, which is just impossible! Surely the assets would be-reused, and the same basic game code as well? Otherwise, I'm talking about having 240Gb of data just for all three! So what's going on?
  4. Foebane72

    Things about Doom you just found out

    One thing I've seen in recent weeks: there are many YouTube videos on my feed showing Marauder kill combos, and for a lot of them, I'm seeing this ridiculous animation of blue circling around the Marauder's head when he's hit, as well as (I think) stars! Who in their right mind thought that the Marauder, a serious foe against the Doom Slayer, needed a cartoon animation trope when it gets injured?
  5. Foebane72

    Things about Doom you just found out

    I saw the most impressive ragdoll physics vs environment interaction the other day on Doom 2016: I'm in a large arena in the VEGA Complex with the forcefield to VEGA's CPU still active, and I fight a pinky demon and kill it against the forcefield, against which it lays slumped until the forcefield deactivates, whereby the pinky's corpse falls forward to the ground! I didn't expect to see that kind of advanced interaction at all, obviously the forcefield is not just a visual effect, but a physical barrier that works against ragdolls as well as the player, and when the game removes it because the arena is cleared, the physics engine takes account of the now-missing barrier to animate the pinky ragdoll. Impressive!
  6. Well, the slowdown happens in the cockpit cutscenes when Doom Slayer is aiming, but the cutscenes of the weapons blasting the tentacles is full frame. The elaborate animation of the Super Gore Nest exploding earlier was also full frame. It could be a combination of the rendering of the cockpit as well as all the outside views as well, together. I noticed that in Doom 2016, the dropped frames happened when looking through large windows, like when Doom Slayer is in a control room inside the Argent Tower looking through a window at the central core. It doesn't happen that often, though.
  7. Reached ARC Complex yesterday and saw significant slowdown for the first time, namely where the Doom Slayer is controlling and aiming the cannons to blast the giant tentacles off of the ARC Complex entrance. Significant frame drop, to slightly less than half.
  8. I've just reached Super Gore Nest: no slowdown. And Doom Hunter Base was smooth as well. As for Doom 2016, I've had some major slowdowns with the Argent Tower sequence, namely looking through observation windows at the tower interior. I suppose it must be the numerous shaders used. I find I have to look away from detailed parts to speed up the game.
  9. Maybe memory is the issue? My GTX 960 back in the day was 4gb, so both games ran flawlessly on it. As it is at the moment: I say Doom Eternal runs fine on my Ryzen 5 5600G at the moment, but so far, I've only gotten as far as Cultist Base, the Greenland-based ice and snow level, so I suppose it might slow down as it gets to the later stages? I'll let you know if it does.
  10. What I would like to know is, why is Doom Eternal smoother on the Ryzen 5 5600G graphics than Doom 2016? True, I turned down the detail a bit and the resolution down one notch from 1080p so it's a bit blurry, but Doom Eternal is running as smooth as silk otherwise, whilst Doom 2016 drops frames sometimes. Could that be due to the megatextures being used by 2016? Maybe fetching from SSD? The worst thing is, I've got 2016 at just 720p! I sometimes wonder how id Tech 7 (Doom Eternal) ditched megatextures altogether and looks just as uniquely-textured in all areas as well as extremely highly detailed, and runs better and (I'd say) less use of storage space as well, than id Tech 6! I suppose it's just down to the id Techs not requiring as many resources and processing power as the other AAA titles of their time, but I did notice how well 2016 and Eternal looked on my old GTX 960 as well - my major concern with Eternal back then was whether I had enough memory, since I couldn't find out, but when Eternal showed my graphics card memory, I was pleasantly surprised. I'd forgotten I'd bought a higher-spec card than I thought I did.
  11. Listen, when I ran Win 3.1, it was only when I needed the paltry apps used there, and I never had Word or any of that crap. Win 3.1 was purely OPTIONAL, as I stated. What I'm saying is: Who, in the pre Win95 days, would run ANY version of Windows AT ALL, when they were about to run an MS-DOS game??
  12. Oh GOD, don't get me started on MS-DOS and trying to run games on it!! The number of times I had to edit the CONFIG.SYS and AUTOEXEC.BAT to get individual games working with the necessary drivers was mind-numbing! It was an acquired skill, to be honest. But I'm glad I got my first PC in 1995 so that Windows 95 solved most of these problems by one year later. Also, I made the leap from Amiga to PC which was like stepping back into the Dark Ages. Amiga games could run, guaranteed, every time, from floppy or hard disk, and not having to fiddle with configurations at all, but unfortunately, Doom wasn't on Amiga, so that's why I had to "go back in time" and endure the medieval hardships of MS-DOS.
  13. I'm sure that MS-DOS back then was still the dominant OS, and that Windows 3.1 was the optional graphical front end and so didn't have a "DOS mode" itself, and that DOS ran underneath. Yeah, I remember that my PC always booted into DOS, and to use Windows back then I had to type "win" at the DOS prompt. But Windows was definitely not "in charge", so to speak.
  14. Aagh! I take back what I said! Those sound HORRIBLE! But then my own PC (my first) had a soundcard, so I heard the wonderful sampled sounds and MIDI music as I heard them on my friend's PC (when I first saw Doom and was blown away).
  15. I got a full-blown multimedia PC in 1995 to replace my Amiga 1200, solely for the purpose of running Doom, or in this case, Doom 2. I'm not sure what the processor spec was, but it was definitely a 486, and only 4mb of memory. It ran OK for the most part, but it crashed on the Icon of Sin a couple of times with "out of memory" messages, probably because of the spawn cubes teleporting too many demons. Yes, it had full sound as well, and a CD-ROM drive, too. Would teenagers in this day even use or even know what a dial-up modem sounded like? And PC speaker audio wasn't as bad as that noise. Just tell them the PC speaker sounded like an 8-bit computer like the original ZX Spectrum's beeper or an Amstrad CPC with its crap audio, but more primitive. Ironically, I jumped to the PC cos I thought the Amiga was done for, but it wasn't. Quake officially came out for faster-CPU Amigas, as did Quake 2, Heretic, Hexen and Doom itself, as source ports, and did quite well. And the Amiga's Paula meant audio support was straight out of the box as standard, so to speak.
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