DOOM – Advanced Graphics Options Revealed – Includes Colorblind, Sharpening & Max FPS

The closed beta phase of DOOM is under way and PC gamers have managed to somehow access the game’s locked Advanced Graphics settings. And we are happy to report that id Software has included one hell of options to tweak, including a colorblind option. PC gamers will be also able to set their max FPS up to 144fps, and there are options for both Chromatic Aberration and Sharpening.

Going into more details, PC gamers will be able to adjust the following settings:

  • Graphics API
  • Max Frames Per-Second
  • Lights Quality
  • Shading Quality
  • Shadows Quality
  • Post Process Quality
  • Particles Quality
  • Effects Quality
  • Directional Occlusion Quality
  • Reflections Quality
  • Texture Filtering
  • Motion Blur Amount
  • Sharpening Amount
  • Chromatic Aberration Amount
  • Lens Flare
  • Virtual Texturing Page Size
  • Virtual Texturing Cache Size
  • Virtual Texturing Compression
  • Virtual Texturing Max PFF
  • COLORBLIND MODE
  • RENDERING MODE

DOOM releases on May 13th!

36 thoughts on “DOOM – Advanced Graphics Options Revealed – Includes Colorblind, Sharpening & Max FPS”

  1. THAT MY FRIEND is how you make a configurable pc game. Somebody understood…. Some should take notes.

    1. And, by judging the beta, it’s very well optimized! Can’t wait for the full release to push it to the max! I was worried the framerate would be capped at 60fps like Wolfenstein. 144fps! Going to be beautiful….

    1. Yeah, that’s good. Still not sure if there will be a motion blur OFF setting though and imo that’s a more pressing concern.

        1. You would think that but it’s a console port. They messed up mouse input, FOV, framerate (believe in 144 only once the game comes out and actually features it), movement speed, weapon balance… it’s hard to think of something they didn’t mess up, really.

  2. Yeah I was wondering what exactly was in the locked out Advanced settings menu. Well I’m having fun in the closed beta so far and now after seeing these advanced settings my decision to buy the game has been made.

  3. Sharpening? Second game next to Division that I notice has this. More and more are catching up the awesomesauce that is lumasharpening. SweetFX is taking over boys! 😀

    1. Besides being a lover of Sweetfx, can you tell me more on lumasharpening and sharpening in general visual wise.

      1. Well I’d say it’s essential, especially at higher resolutions. In 4K it’s a must have. It’s like wiping off a thin layer of vaseline. It just makes the textures come forth in a whole new way for me, even appearing as if they were higher resolution. I actually began using sharpening long before sweetFX was borne. I used a button called “Highlight” on my SyncMaster CRT fattie back in the day, an adjustable “highlight zone” that boosts the brightness – as well as letting you adjust contrast, sharpness, and color settings, suffice to say I put this “zone” over the whole screen to boost light output, contrast and sharpening for all my games, since then I fell in love with it and used it extensively. By the time I moved on to LDC’s I really missed this function, but one day I stumbled upon something called SweetFX, and was really happy to see that they offered a function called Lumasharpen.

        Problem is, most people don’t know about sweetfx, and they sure are unaware of how much sharpening really benefits in games, not only for the sake of visual enjoyment, but also in a competitive point of view, such as E-sports or just wanting a slight edge in competitive multiplayer games where small details are essential, lumasharpen just makes these small details easier to spot and track.

        Hope that answers your question 🙂 I put quite some time into finetuning the values of lumasharpen to get the most of it, if you’re interested I can post the values for you.

        Good day!

  4. virtual texturing page size?, I hope this isn’t going to end up like RAGE and Wolfenstein with textures popping in and out, with other engines we usually get simple low to high graphical texture settings, with id tech we get megatexturing, I was sure they saw it wasn’t ready thanks to last gens results and thinking they would have done away with it for id tech 6.

    All the other settings are nice but most of them are standard options, I’d hardly call them advanced besides turning off CA which is a bit rare to see these days. Definitely nice to se that 144fps is being supported.

    1. You can’t do away with megatexture just because it has a few issues, even The Division has shadow and texture streaming issues. In fact texture streaming is still an issue, especially on consoles. Yes from what I’ve seen of the console version on DF there are some texture streaming issues.

      1. Not every single game uses the same method as id tech 5 though, the pure raw form of megatexturing on that engine showed that we just aren’t ready for it yet as it still presents a plethora of issues and likely still will the more we keep trying to force it into other games, it’s better to just isolate the form until it’s finally ready and able to be fully realized.

        I’m all for brute forcing games on better hardware but I;m not all for the butchering of many games because some devs couldn’t just isolate their work until it was absolutely perfect and the megatexturing in id tech 5 was abysmal on PC.

  5. idSoftwareTiago on twitter confirmed a fov option when replying to someone. It must have not made it into the beta

  6. Colourblind mode: Low. What? Where’s the usual protan, tritan, and deuteran options? I really hope they’r there..

  7. I wonder what that ‘rendering mode’ option is all about? Especially interesting, as IIRC, Marty Stratton was saying not so long ago that Doom’s renderer was fully dynamic-lit and deferred. I wonder if it’s like STALKER, and they’ve got a static-light renderer for low-spec computers and a dynamic one for higher spec? Or whether they’ve decided very late on to go back to using lightmaps in some bits because they couldn’t get the desired light effects in real-time? Hmmmmm.

  8. I fully expect this game to be a bare bones conslol port just like previous efforts from this publisher. When all those settings are maxed out it will look exactly like the console versions and when you lower all those settings it will look worse than console versions instead of low settings looking like console and higher settings for better hardware which is a shame as Doom not only started life on PC but was never held back just because people who pay £300 for hardware that lasts 10 years think it’s unfair that PC version looks better.

    I would like to be proved wrong but then looking at previous efforts from the publisher I think this will be bare bones console port fodder. I will still enjoy it if it’s good mind, I just think all those settings are a piss take really

      1. Most of the time I am satisfied with the effort that’s being made on PC however this publisher has done nothing but queef out bare bones PC ports which is sad when you consider some of the franchises they make only exist because of PC gamers. You could imagine how the console guys would feel if their franchises ended up on PC which resulted in the game not playing well without keyboard and mouse or running at a resolution way below 720p as all the assets were designed around PC system. They wouldn’t be happy,.

        In any case I think I will still really enjoy this game, I just don’t expect much from it in terms of catering to PC gamers so that convoluted graphics options list will seem more like a piss take to be fair.

        Star Citizen is launching soon mate and I am sure PC will push ahead once these up coming new graphical cards ensure that even entry level affordable GPU’s are several times more capable than the consoles which means developers will be able to push PC’s graphics harder knowing that a large percentage of PC gamers can enable them

  9. 144 Hz support has me happy, now if they tell me they’re going to allow manual saving and the ability to change the difficulty then I would be downright giddy. Wonder if the API option means they’re supporting DX12 or Vulkan ?

  10. Very pleasantly surprised honestly. I’ve heard rumors from the closed beta that there was a 60 fps cap (which seemed plausible after iD Tech 5). Glad to see that’s not the case!

  11. I hope virtual texturing doesn’t mean baked shadows and normal mapping and a single huge texture covering the whole map. We already saw how bad it works.

  12. Well if that is the case then it will make a nice surprise as this publisher usually authors bare bone ports. It will be interesting to see

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