The Anti-Crysis: Is DOOM the best optimized PC game ever?

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
106
Almost 9 years ago, in 2007, Crysis was released on PC. It left a mark on psyches of all tech enthusiast PC gamers for how demanding it was. Using the most advanced rendering techniques of its time, it required dual graphics cards in SLI or Crossfire just to get a playable framerate at the higher settings. Turning on the DirectX 10 renderer and turning up the settings brought even the best enthusiast system to its knees. For around half a decade afterward, the ability to run Crysis was a point of pride for enthusiasts. "Can it run Crysis?" was a common question for hardware manufacturers, system builders, and benchmarkers. It wasn't until 2012 when the first 28 nm graphics chips hit the market that we finally saw single cards start to hit a smooth 60 FPS with the settings maxed out at 1080p.

Some people weren't so keen on Crysis' performance requirements, though. I remember seeing criticisms that Crysis is just poorly optimized. And while I don't really think the development team can be blamed for that, as they were the first people using a lot of these features, it's hard to argue that Crysis is really an example of a superbly optimized game.

Time has passed and other PC games have brought innovations, new APIs. They've been demanding in their own right, but Crysis has always been the golden standard for system-crushing spectacle. Even its own sequels haven't quite left the mark the first did.

As you well know, one recent game that's gotten a lot of buzz is Doom, the venerable id Software's revival/reboot of the iconic series. Like Crysis, it's on the cutting edge of technology, using advanced features and having support for the new Vulkan API added in. Eurogamer's Digital Foundry column did a breakdown of much of the graphical features going on in Doom. What's striking about Doom is that...it doesn't murder PCs. The Doom programming team approached the game with the goal of making it both as good looking and as efficient as possible. This shows with things like the implementation of Temporal Super Sampling Antialiasing, AA that's cleaner than cheap FXAA but nowhere near as performance heavy as MSAA or full SSAA. The game has expansive levels, advanced particle and lighting effects, but it's all very easy to get running smoothly. There were some problems on AMD cards at first, but they were quickly ironed out on the driver side, and the added Vulkan support led to some tremendous gains for AMD. I can get the game running near 60 FPS on high settings on a stock Core 2 Quad Q6600/Radeon 270X system.

What I'm trying to get at is that Doom is the anti-Crysis. Technically proficient and cutting edge, but it applies that proficiency towards optimizing the game and ensuring it's running as smoothly as possible. Just as Crysis was held as the standard of a demanding game, Doom should be held as the standard of a well-optimized game. And that's all the more ironic, since Doom's lead rendering programmer Tiago Sousa was previously the lead graphics engineer at Crytek, having worked there since the days of the original Far Cry. Seems there was a philosophical shift on Sousa's part, and I hope the whole industry is going in that direction. We should expect and demand games with optimization like Doom's, moving forward.
 
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arandomguy

Senior member
Sep 3, 2013
556
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Are Doom's environments very dynamic or very static in comparison to Crysis?

Are Doom's environments very bright or very dark in comparison to Crysis?
 

sandorski

No Lifer
Oct 10, 1999
70,127
5,657
126
Not sure the comparison is warranted. Is Doom pushing Graphical Fidelity to the limits? That's what made Crysis such a standard. Doom looks great, from what I have seen of it, but is it a whole new level in comparison to other Games?
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
106
Are Doom's environments very dynamic or very static in comparison to Crysis?

Are Doom's environments very bright or very dark in comparison to Crysis?

Not sure what you mean by the first question. For the second, the game has a foreboding aesthetic, but it's all well lit and dynamic in its lighting, it's not "dark".

Not sure the comparison is warranted. Is Doom pushing Graphical Fidelity to the limits? That's what made Crysis such a standard. Doom looks great, from what I have seen of it, but is it a whole new level in comparison to other Games?

Well what do you define as "limits"? The point is that Doom looks great and uses cutting edge tech while being optimized and not requiring hardware from five years in the future to run.
 

sandorski

No Lifer
Oct 10, 1999
70,127
5,657
126
Not sure what you mean by the first question. For the second, the game has a foreboding aesthetic, but it's all well lit and dynamic in its lighting, it's not "dark".



Well what do you define as "limits"? The point is that Doom looks great and uses cutting edge tech while being optimized and not requiring hardware from five years in the future to run.

That is the difference between the 2. Crysis was a leap forward in Graphics that the Hardware was not yet capable of running well. Doom may look great, but the Hardware is capable of running it. That does not make one Optomized and the other Not Optomized, it simply means that the Hardware technology is much better developed at Doom's release in comparison to the release of Crysis.
 

Flapdrol1337

Golden Member
May 21, 2014
1,677
93
91
Doom doesn't run all that well on my system, was more impressed with star wars battlefront.
 
Apr 30, 2016
45
0
11
I think as devs start to figure out Vulkan/DX12 we'll be seeing more of these great engines that can push out some excellent imagery efficiently. Like people have said Frostbite is also very similar in their visual quality/hardware performance. Frostbite DX12 can't come any sooner. (Although SW:BF is 900p60fps on PS4 and Doom is 1080p60fps.)

I don't think Crysis was badly optimized, though. Nothing could run it on the max settings, granted, but even on the lowest settings it still looked amazing and ran fairly ok.

CryEngine today is also still pushing the envelope. Ryse: Son of Rome had some meh performance, but it looked marvelous considering it was a launch title, and on the weaker console nonetheless. And they are pushing out new features.

I do think a good contender for the modern Crysis would be Quantum Break. Incredibly good looking (cinematic amirite?), with lots of new taxing visual effects, and also is quite a pain to run at higher settings.
 

SPBHM

Diamond Member
Sep 12, 2012
5,058
410
126
keep in mind doom runs at mostly 60FPS on the consoles, compared to that the PC versions is not very impressive.

Crysis was a PC exclusive not matched on consoles by any other game at the time, and it was only ported to the 360 years after and with a clear quality reduction... Crysis was far far more ambitious (and impressive) than Doom is
 

DamZe

Member
May 18, 2016
187
80
101
I wouldn't call DOOM 2016 the anti-crysis when it comes to optimizations. Crysis was pioneering Visuals back in 2007, it had, (and arguably still has!) some of the most detailed visuals and physics, plus scale. The only thing it lacked was more attention to the story and campaign. DOOM doesn't stress the system the same way, for the most part it's environments are static, sure the shading, texture, models and lightning are fantastic, but it doesn't really compare in scale with Crysis. Crysis was ahead of its time, I enjoyed the hell out it with custom campaigns and what not back in 2008 on a modest GTX 980/Core2Duo on mostly high settings (DX9) in 1280x1024 and got very comfortable 60FPS most of the time. Looking at what Crysis does and what DOOM 2016 does, there is no contest Crysis is still the more complex game with more demanding physics calculations and a bigger scale, demanding more horsepower.
 

Yakk

Golden Member
May 28, 2016
1,574
275
81
DOOM graphics engine is very optimized for what it does, no doubt about it. It's fast gameplay with extremely low latency. Far lower latency than what we usually see in games except maybe CS & Thief under Mantle which are pretty much the Gold standard in a low latency Game Engine.

Graphics wise, I'd say the Frostbyte engine is way head & shoulders above everything else on the market right now.
 

Stuka87

Diamond Member
Dec 10, 2010
6,240
2,559
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I would say Frostbite pushes graphics fidelity farther than any other engine. And it runs very good, especially considering what they did with mantle.

But I think Doom is better optimized. Extremely low latency (Which is great for Quake that comes out soon), and runs very well on both GPU types.
 
Mar 10, 2006
11,715
2,012
126
Doom is far from the prettiest game ever released, the environments are relatively small, pretty much no physics/interactivity, there are relatively few monsters on the screen, and the developers didn't bother to include support for multi-GPU (I don't buy the "physically based renderer means no mGPU" argument because Frostbite scales beautifully with multi-GPU and employs physically based rendering).

But, the game looks really good (reasonable technical graphics, excellent artwork) and is just incredibly fun to play. They've even tweaked the multiplayer from the mediocre mess that it was at the beginning to a multiplayer that my brother and I play pretty regularly now.
 

digitaldurandal

Golden Member
Dec 3, 2009
1,828
0
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The game only allows for up to 12 monsters to be spawned at a time. So no, it does not compare to Crysis in any way. Crysis was a game that came out and pushed the boundaries in basically every way. The AI, particle effects, huge open world, textures, polygon count. Everything about the game was insane at the time.

DOOM might be a good looking and fun game but I don't see where it does any of those things. Was DOOM able to maintain the ability to use the super textures from RAGE and previous titles without having the LOD issue? Since John Carmack left ID I cannot think of anything else they have really added to the graphics space.
 
Mar 10, 2006
11,715
2,012
126
The game only allows for up to 12 monsters to be spawned at a time. So no, it does not compare to Crysis in any way. Crysis was a game that came out and pushed the boundaries in basically every way. The AI, particle effects, huge open world, textures, polygon count. Everything about the game was insane at the time.

DOOM might be a good looking and fun game but I don't see where it does any of those things. Was DOOM able to maintain the ability to use the super textures from RAGE and previous titles without having the LOD issue? Since John Carmack left ID I cannot think of anything else they have really added to the graphics space.

The Doom renderer is a lean and mean product of a small team. Engines like Frostbyte and CryEngine are products of HUGE teams.
 
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Jaskalas

Lifer
Jun 23, 2004
33,565
7,618
136
Is Doom a leap forward for next generation graphics?

I'm afraid the comparison is of apples to oranges. Our hardware is powerful enough these days to allow a good looking game to be "optimized". But if you pushed the limits on next generation graphics I do not think current hardware would be suitable. The purpose of leaps forward is to demand more.
 

sm625

Diamond Member
May 6, 2011
8,172
137
106
Crysis was ahead of its time, I enjoyed the hell out it with custom campaigns and what not back in 2008 on a modest GTX 980/Core2Duo on mostly high settings (DX9)

You had a GTX980 in 2008? You traveled back in time to play Crysis?
 
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bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
The things that made Far Cry and Crysis such impressive games, you won't find in Doom. Those games brought to us huge environments with a wide open world. You could approach every fight from many angles. To do what they did requires a ton more computational power, and they did great. Considering that we never see games, even now, that push the limits like that, just shows how well it had to be coded.

I also might add, that our memories of Crysis and Far Cry are made more dramatic, because of how people played games back then, and the shift that took place just after its release. Back when those were released, gamers were happy with 30-40 FPS, and had CRT's, where they'd just lower their resolution for playable FPS. The few years to followed came with a higher expectation of FPS, and higher resolutions on LCD's where you couldn't scale down the resolution and maintain a crisp image. As a result, it remained very demanding for a long time after its release.
 

Headfoot

Diamond Member
Feb 28, 2008
4,444
641
126
IMO 2015's Battlefront is still the best optimized and best looking game I've ever experienced. Uses lots of cores? Check. Great lighting? Check. mGPU support? Check. Easy to run? Check. Large levels with lots of objects and people? Check. Seriously a fantastic looking game. Had Crossfire support on Day 1 that scaled super well. Had triple monitor support on day 1. Honestly, even though the game didn't last me long, I'm glad I bought it so DICE can see high end gamers will spend $60 release dollars on those nice-to-haves you hardly see anymore. And Star Wars has such an iconic art style which Battlefront really brought to life. Not to mention the fantastic sound design.

If only the gameplay were deeper, literally every other technical aspect of the game was flawless. Even the netcode was great from day 1.
 
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Mar 10, 2006
11,715
2,012
126
IMO 2015's Battlefront is still the best optimized and best looking game I've ever experienced. Uses lots of cores? Check. Great lighting? Check. mGPU support? Check. Easy to run? Check. Large levels with lots of objects and people? Check. Seriously a fantastic looking game. Had Crossfire support on Day 1 that scaled super well. Had triple monitor support on day 1. Honestly, even though the game didn't last me long, I'm glad I bought it so DICE can see high end gamers will spend $60 release dollars on those nice-to-haves you hardly see anymore

If only the gameplay were deeper.

DICE is owned by EA, a company with very deep pockets. This is what a large R&D budget gets you
 

dogen1

Senior member
Oct 14, 2014
739
40
91
No. Doom is well optimized, but saying it's the best ever out of thousands of games made over decades is kind of ridiculous.

I mean, does anyone seriously think Doom 2016 is more optimized than Quake II or Unreal's software renderers?

What about all the games written in pure assembly back in the day just because the hardware couldn't handle the overhead from higher level languages?

It's just not a realistic statement to make.
 

KentState

Diamond Member
Oct 19, 2001
8,397
393
126
Lets see how the release version of Star Citizen shapes up. That is the next major release that will push machines beyond what they are capable of today.
 
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