Doom 2016 opengl 4.3
With a very high end processor and loads of RAM, it leaves only one variable in place: the GPU: As always, the specifications of the test bench matter a lot but in this case the configuration is perfectly engineered to eliminate any CPU-side bottlenecks. Doom 2016 does not support Vulkan API and is instead based on the good ol' OpenGL variant. With the advent of Vulkan however, this will change completely as both IHVs have been very enthusiastic about the onslaught of low level APIs. Very few games use the OGL standard over DX and because of this, IHVs tend to focus primarily on DirectX optimizations in their drivers. AMD galore in preliminary Doom (2016) alpha benchmarks In the preliminary testing done by GameGPU - the benchmarks show Radeons having quite an edge over their green counterparts - something which is probably due to the underlying architectural differences.Ī screenshot from the Doom Alpha build 2016. This particular engine is based entirely on the OpenGL API, which means that the usual optimizations of DirectX achieved by both GPU vendors don't apply. Original: Doom (2016) is an upcoming game that is of significant interest to enthusiasts, one of the reasons being the fact that it is being made in the id Tech 6 game engine. But we had done some for consoles, which is why console alpha ran at 60fps/1080 Needless to say, this means that performance for both IHVs will significantly increase by we hadn't started PC optimization in alpha.
So the test results of the Alpha represent performance in a console-optimized state.
DOOM 2016 OPENGL 4.3 UPDATE
Update 9 AM, February 28: Bethesda has stated that at the time the benchmarks were conducted optimizations specific for the PC platform had not been done.