So I picked up the game through the Quake Con sale on Steam. And yes, it's a well-optimized wonder. Smooth 60 FPS on my rig, all settings maxed (except texture page size and shadow quality, since the game insists it needs 5 GB of VRAM for that). Internal metrics report consistent 16 ms render time per frame or less on both CPU and GPU. Thank you, Vulkan!
How about another question: can Doom run on a nearly 10 year old CPU? I went ahead and installed it on my brother's rig, with a stock Core 2 Quad Q6600, Radeon R7-260X 2 GB, and 8 GB of 800 MHz DDR2 memory. I tested in the open area at the start of the first UAC mission, not really benchmarking, but keeping my eye on the frame rate counter and CPU/GPU render time meters. Tested at 1440x900, medium settings, TSSAA, 2x decal anisotropic filtering and all checkmark settings on (the default medium preset turns off checkmark settings like compute, player self shadow, etc). Both counters seemed to hover around 20 ms, with the GPU more fluctuating between 15-20 and the CPU hovering between 20-25. Frame rate fluctuated between 30-45 FPS in combat, 50 FPS while just walking around , playable but certainly not ideal. Turning settings down to low didn't seem to help things all that much. I figured it's really a CPU bottleneck judging from that and the render times, and that upping the graphics power wouldn't help much. Maybe I'd be able to bump up some settings without loss, but the frame rate wouldn't go up.
...but I went ahead and installed the 2 GB 270X I still have hanging around. And, somewhat to my surprise, I both was able to increase settings and saw a frame rate improvement. I bumped lights, particles, decals, and motion blur to high, decal AF to 4x. I kept shadows, directional occlusion, and texturing page file size at medium, since shadows and occlusion tend to be CPU intensive (as far as I'm aware) and it is still a 2 GB card. Frame rate during combat improved to hover more between 40-50 FPS, CPU time more around 20 ms or lower and GPU time at 16 ms or lower. The frame rate keeps to a stable 60 FPS when walking around not in combat, with both GPU and CPU time sticking to 16 ms or lower. I can attest that gameplay certainly feels smoother on the 270X than on the 260X.
So it does seem that with Vulkan, even an aging CPU like the Q6600 is GPU bottlenecked at medium settings on a low-end card like the 260X. What's causing the difference? The 270X is a considerable improvement in stream processors (896 vs 1280) but more than that, it's nearly double the memory bandwidth thanks to its 256 bit memory bus width vs the 260X's 128 bit bus. My guess is it really comes down to the memory bandwidth, as the PS4 version has a full 256 bit bus to its DDR5 memory while the Xbox One has its 32 MB of super-fast ESRAM to make up for its slow DDR3 RAM. The additional stream processors undoubtedly help out as well, especially to let asynchronous compute stretch its legs further.
I just think it's incredible that a nearly 10 year old CPU can run the game. To put this in context, Intel released the 200 MHz Pentium Pro processor in 1997. Imagine trying to run a shooter from 2006, such as Call of Duty 3, on that. Yeesh. Still, this CPU is about at the end of its usefulness. Vulkan runs fine, but a recent AMD driver update to DirectX 12 added a requirement for an instruction set the Q6600 doesn't support, meaning games won't run in DirectX 12 mode on the Q6600 at all. AMD could easily do the same with Vulkan in a future update. Running Doom on Vulkan is Conroe/Kentsfield's last huzzah, you could say.