We dropped Texture Pool Size to "High" though and were able to run everything else at Ultra Nightmare at a mostly-steady 60 frames per second, with only a few drops to 55 when the Imps got particularly fireball-friendly. As I said, we were able to run Doom Eternal on a GTX 1650 with nearly all the settings maxed out-everything except Texture Pool Size and Shadow Quality, the two VRAM-dependent features. Now, will you have to get that picky with your settings? Probably not. There, we still gained 7 to 8 frames per second, for a 3% increase, and all those demon gibs remained bright and shiny. Setting Reflections Quality to "High" might be a better compromise though. This made the world look flatter and less atmospheric, but definitely provided a major performance boost. Testing on an RTX 2080, turning Reflections Quality off netted us 15 frames per second (or a 7% increase). Doom Eternal doesn't support ray-tracing, at least at launch, but these reflection calculations can still suck up performance. Pretty self-explanatory: This governs the reflections you see in Doom Eternal, whether it's neon signs off a blood spatter or light bouncing off the edges of the Super Shotgun. Reflections Quality: Another setting that's worth adjusting is Reflections Quality. You're looking at an increase of about 15 frames per second at "Low," and a still respectable 6 or 7 frames per second splitting the difference at "High." It does have a greater effect on some of the backdrops, like the chilly fjords of the third level, Cultist Base-but you're usually moving so fast in Doom Eternal I doubt you'll even notice. "Low" sports fewer reflections and is less transparent (especially at a distance) but rippling, waterfalls, all the fancy effects are untouched even at the minimum setting.Īnd in wet areas, this small adjustment can net huge performance increases. That said, the qualitative differences between "Low" and "Ultra Nightmare" are unlikely to impact your enjoyment. pools of blood, rivers of blood, waterfalls of blood). The amount of VRAM used by Shadow Quality is smaller.ĭoom Eternal has a lot of water, and even more water-adjacent substances (i.e. Only two of Eternal's settings are directly related to VRAM, "Texture Pool Size" and "Shadow Quality." The former has a much larger impact, with each step in quality representing 500MB to a GB of VRAM.
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an Nvidia GeForce RTX 2060) will get you to the "Ultra" preset, and 8GB or higher will get you to "Ultra Nightmare," which sounds like a difficulty setting, but is actually the dream-the highest of Eternal's presets.īut that doesn't tell the full story. the standard up until not that long ago, will get you to the "High" preset, 6GB (i.e. It's a hard cap-meaning, less of a performance issue where you'll potentially drop a few frames, more of a ceiling on your quality settings. Texture Pool and Shadow Quality: As I said, VRAM (meaning your GPU's memory, not your system's memory) is probably going to be the limiting factor for a lot of people. As our partner for these detailed performance analyses, MSI provided the hardware we needed to test Doom Eternal on different AMD and Nvidia GPUs.