DOOM The Dark Ages feature-1

Doom: The Dark Ages – First Path Tracing Graphics Comparison

id Software has shared the first comparison screenshot between the vanilla and the path-traced versions of Doom: The Dark Ages. This comparison will give you an idea of what you can expect from the Full Ray Tracing/Path Tracing.

The vanilla screenshot is on the left, whereas the path-traced screenshot is on the right.

Path Tracing OffPath Tracing On

As we can see, Path Tracing will greatly improve reflections and shadows. It will also bring improvements to the game’s lighting. So, in a way, we will see the same image differences we saw in Indiana Jones. Or at least that’s the vibe I got from these screenshots.

NVIDIA has also confirmed that the game will support DLSS 4 Multi-Frame Gen. This means that from the get-go, you will be able to use MFG to improve the game’s performance.

However, the game will not have Path Tracing when it launches. NVIDIA says a future update will add Path Tracing and Ray Reconstruction. We don’t know exactly when that update will arrive, but NVIDIA says it should come soon after the game’s release.

Bethesda will release Doom: The Dark Ages on May 15th. Moreover, the game will be using the Denuvo anti-tamper tech. However, I expect Bethesda to remove it a year (or two) after the game’s release. After all, this is exactly what the publisher has done with both Doom 2016 and Doom Eternal.

Enjoy and stay tuned for more!

53 thoughts on “Doom: The Dark Ages – First Path Tracing Graphics Comparison”

  1. Looks good to me but I don't pay for games that spam my eyes with colorful visual effects.
    I will 100 percent pirate this.

    1. I also hate good because its cool.. the moment RT passes through the affordable barrier everyone saying boo flip. Hell the 3dfx voodoo was treated identical to RT today.. <3 u.

      1. What the hell are you even talking about you dumb fcking moron.
        I'm talking about visual effects. Are you an illiterate?

      2. Ironically is that RT in DOOM Eternal is affordable enough for everyone. It even runs at 30+ on the Steam Deck. PT here tho? Not gonna happen

    1. Do you understand what light does or how? No flashlight toy has a kid huh?

      I'm pretty certain that people who are going to run RT don't care about the reduction FPS it's going to run good no matter what if you get a decent setup and proper settings. The ones that care alot probably got 4090s 2 years ago.

      playing with the performance hit of a new setting classes insane if you look at basically every technology used in modern gaming when it was around and early days which we're still in early days for RT.. they use similar amounts of performance for minor game.. shadows used to be like 50%, tessellation 40, you mean occlusion 40 every major tech has a huge penalty at first it doesn't mean you ignore it and leave it out cuz it will never be adopted otherwise

      1. Dude, we're just not as impressed as you are.. Doesn't mean anyone is hating. People are allowed to demand more than just trickery at the expense of performance. Not everyone is going to be excited about every FUQIN thing they announce like you do.

      2. I don't recall any graphics feature that had the performance hit of path tracing on the highest end video card available at the time of its release. Path tracing literally requires you to run the game at lower resolution using a temporal upscaler like DLSS, regardless of what GPU you have.

        Oh, and I was saying 60% vs the game's vanilla ray tracing. It's probably more like 90% vs pure rasterization (although from what I'm reading here the game won't have an "Off" for the raytracing).

        Also, none of this raytraced nonsense is being rendered at full resolution. Have you ever seen what raytracing looks like without temporal denoising? It's just a bunch of fuzz/static on the screen, and they use cheap tricks (temporal frame accumulation and jittering) to make it look like real lighting. Some of us happen to hate TAA and temporal upscalers, so tech like this that requires them in order to function is horrible.

    2. Do you understand what light does or how? No flashlight toy has a kid huh?

      I'm pretty certain that people who are going to run RT don't care about the reduction FPS it's going to run good no matter what if you get a decent setup and proper settings. The ones that care alot probably got 4090s 2 years ago.

      playing with the performance hit of a new setting classes insane if you look at basically every technology used in modern gaming when it was around and early days which we're still in early days for RT.. they use similar amounts of performance for minor game.. shadows used to be like 50%, tessellation 40, you mean occlusion 40 every major tech has a huge penalty at first it doesn't mean you ignore it and leave it out cuz it will never be adopted otherwise

    3. Pareto principle. 80% is achieved with 20% of the effort, and the last 20% of the results are 80% of the effort. The last bit of improvement is always the most difficult or expensive. It's like the 5th law of thermodynamics, so welcome to this universe.
      But yeah, in videogames you can decide with the Settings 😅

      1. It's always been that way with every advancement literally everyone hardware tnl real time shadows screen space reflections tessellation all of them everyone huge hits everyone complain then love to later it's no different with rt now.

        1. I’ll bite because it’s an interesting matter of perspectives;

          Curiously enough, I was gonna instinctively go with your point, but then thought it this way.
          Then, while rasterizing is very nice and relatively fast even with PBR, it doesn’t do dynamic and accurate lighting, shadowing and global illumination, while PT does.
          Then yes, while the resulting image might or might not change that dramatically depending on the scene and implementation, it’s a much more complex and expensive calculation while being technically much more accurate, but you have to remember that this is the last 20%.
          Also interesting to note, is that we’re now doing this level of calculations in ‘transport lighting’ plus excellent quality ML denoising and upscaling in realtime that say 2 decades ago were unthinkable and could have taken a minute per frame, and much more for high quality PT, unlike the relatively cutdown version we’re using domestically.
          Add to that that every sort of new tech was very performance intensive for a few years and them became the norm.

          So yeah, it’s very cool to see where we are at while keeping a broad perspective on it.

          1. Honestly man, when you’re playing a game does the accuracy of the light bothers you that much? Because if that’s the case the whole entirety of games, nowadays, should lower your stiffy. Gaming looks nothing like it did 10 years ago. Games overall looked better 10 years ago. Now it’s all trickery.

            For example, Uncharted (2 or 3 I think) with the boat scene. In order to get the boat moving like a boat, they created a mini ocean and had the ocean simulate to make the boat move accordingly. That’s the type of details we had back then.

            Now, we’re gonna chew up all of our hardware and trade it for fake frames, just so we can pretend to do lighting that needs a 50k dollar rig to run. Is that where we are at my boy?

          2. Dude, it’s just cool above everything else!
            It doesn’t bother me much without it and in motion anything looks better than in stills anyways, but when I see it with PT, it’s revealing and I’d want that next step. I won’t go too crazy about not being able to run it, i know it’s expensive and sometimes it’s the devs out engine fault, but it’s cool.

        1. (Let's stick to being reasonable)

          Well, to your point, we're already at having a few of thelatest AAA games that really want to sell based on graphics are already requiring RT capabilities, so… 😬 And yeah, that feels a bit too fast to happen as a hard requirement if you ask me…

          But OTOH, the RTX 2000 series were released close to the end of 2018… So we're nearing 7 years… Yeah, time flies, alright…
          Meaning, it's not too little time to have upgraded anywhere in between to a RT/PT capable card… If you wanna ride the crest of the wave.
          Do you imagine playing a 2007 AAA game decently with a 2000 graphics card? Ok, me neither.

          1. New graphics cards used to launch every year. Now a new series comes every 2-3 years. It used to be normal to wait 3+ series of new GPU's before upgrading, and still expect your old GPU to run new games.

            Here's a list of GPU's that I remember owning:

            * ATI Radeon 7000 Series
            * GeForce 6600 GT
            * GeForce 7800 GTX
            * GeForce GTX 260
            * GeForce GTX 560
            * GeForce GTX 780
            * GeForce GTX 1080 Ti
            * GeForce RTX 3070 Ti

            When my GTX 780 died, I had to put my old GTX 560 back in my PC for a few months until I could afford a new GTX 1080 Ti. I remember I was shocked at just how well it ran brand new games at the time. A card that at the time was 5 generations old, and the difference in FPS wasn't that much (games were still playable without significant changes in settings).

            Now we're finally to the point where the GTX 10 series is 5 generations old, and instead of brand new games still being playable on them without much compromises we're seeing games that won't run on them at all because of raytracing technology. People are justifying it as "just normal advances in technology", but that's nothing more than a lie that we've been sold by companies like NVIDIA. When I purchased my GTX 1080 Ti a friend of mine was still gaming on my old GTX 260, and that's 8 generations old.

      2. Great explanation! I find it fascinating what can be achieved with real-time rt but I can understand the frustration of some people considering the required hardware and their prices

  2. Good looks as always id.. I not a single worry about this game running smooth as butter it's wonderful. Oh I want to live stress free.
    Tim Sweeney still in denial Island..
    John carmack GOAT!

  3. Ray traced global illumination is still enabled on the left side as it is required in this game (just like in Indiana Jones), so the comparison isn't as stark as it could've been.

          1. Yeah, I think they use ray tracing for more than just graphics in this game. Like it's used for hit detection too IIRC.

            And to be fair, we've had ray tracing capable GPUs for about seven years now, which is two years before the start of the current console generation. An RTX 2060 super can be easily had for less than 200 USD, so at this point there really is no excuse to not have an RT capable GPU, unless you're either really hurting for cash or you're in one of those countries where PC hardware costs ludicrous amounts.

          2. Its not that I don't have a capable GPU I've been using 2070 for long time now on a second PC I've 1060 for older games. Its just I don't like ray tracing at all and play every game with it being off and its better. I'd prefer buying better games than changing GPUs like toothbrush haha.

          3. Yeah, it'll definitely be better performance wise when ray tracing is off since it's so heavy. But it is the inevitable future, so expect it to become the norm by the next generation.

          4. It will become the norm when the most widespread GPU in the hands of players will be comparable in performance to at least 4070 Ti Super with 16 Gigs if VRAM.

          5. Exxactly THIS! The avg players are just not there yet that they're making raytracing norm. Even dx12 is not considered being used efficiently now, with many games still preferring dx11 for performance reasons. This is just like dx9 to dx11 transition era iirc but instead of improvements there's stuttering and obsession over reflection & shadow instead of inventing new technology that properly utilizes current hardware

  4. it's id Tech engine, and it's from the id tech studio, it will run above 60 fps easily even with path tracing

  5. Ah yes. The next game to get terrible performance maxed out on release and get playable within the next decade on most GPUs.

  6. If you are playing a FPS game with frame generation you are pants on head levels of stupid. If the gameplay doesn't suffer severely with input lag, it's no longer even Doom and was designed almost exclusively around a stupid Xbox controller. Gameplay looks slow in every leak I have seen.

      1. The worst GPU in my house is a 4070 in my kids "console". Framegen is only acceptable with a console controller in RPG's, not a FPS game like Doom 2016. If this isn't an FPS game like Doom 2016, why should I care about it? Halo was the death of FPS games for me, not the start. I grew up on Quake and Starsiege Tribes, not slow garbage controller FPS games where you waddle around at the speed of a sloth while autoaim plays for you.

        1. You're right but honestly, when you have a high base fps say 150 fps or something but want to stretch that 300 hz monitor, It's absolutely fine with framegen as you basically have no input penalty but increased perceived fluidness.

  7. Huh! I still believe if the devs wanted they could've implemented similar baked lighting to environment & player weapon models so it would stand out to look pretty close to path tracing version and without any hefty resource cost. But no they have to show the comparison so less work on vanilla graphics

  8. How do they need Path-Tracing to replicate the look of what other games do with just screen-space reflections?? And how is the fallback solution so bad? Another fake "upgrade" not worth the performance. They must have gimped their normal reflections on purpose to make path-tracing look more worth it.

  9. So they will only release the shart tracing update after the game is released and most likely played and completed by most players (same like Indiana Jones). Yet the game is advertised and marketed with all these features, only not to have it available on release. Nice going Nvidia.

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