ROM Hack RELEASE DOOM Eternal - graphic mod

Duppex

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Graphics mod (from me)
For game version 1.2

Changes:
- Disabled opening videos [Handheld / Dock]
- Enabled counter of FPS, frame time and resolution [Handheld / Dock]
- Disabled gamma boost [Handheld]
- Increased light distance [Handheld / Dock]
- Increased shadows distance [Handheld / Dock]
- Slightly increased shadows resolution [Handheld / Dock]
- Enabled a smooth transition from one cascade of shadows to another [Handheld / Dock]
- Increased drawing distance of LOD's [Handheld / Dock]
- The minimum dynamic resolution is 25% [Handheld]
- The minimum dynamic resolution has been reduced from 49% to 45% [Doc]
- The maximum dynamic resolution has been increased from 72% to 100% [Handheld]
- Disabled dynamic change of GPU frequencies [Handheld]
Now, without overclocking, the game will always run at 460mhz. This function had to be disabled in order to get rid of a short-term drop in frequency during overclocking, because of this there were friezes
- Anisotropic texture filtering increased to 4x [Handheld / Dock]
- Some antialiasing tweaks for a sharper picture [Handheld / Dock]

Screenshots:

My comments:

In portable mode overclock to at least 1785/537/1600, recommended overclocking is 1785/768/1600 In the dock station, overclock to maximum, the performance will most likely be worse in dock.
If FPS display bothers you, open the config with any text editor and change the line com_showConsumerPerfMetrics "2" to com_showConsumerPerfMetrics "0"
SSDO not working correctly, if enable there is a performance drops, but visually nothing changes. SSR does not work too, as in all games on this engine on Switch. MotionBlur is broken, therefore disabled. I can't improve the quality of textures.
In portable mode, in cut-scenes, FPS is limited to 20 frames, I can't fix it either.
If you want to change the Field Of View, then change the g_fov parameter, by default it is 90

Thanks for this.

Is there a way I can uncap the FPS to 60fps.

Your file seems to lock it at 30fps

--------------------- MERGED ---------------------------

My config based on 60fps mod, aiming for improving handheld mode resolutions and payable without charging, only target 30fps, increased sharpness, lowest dynamic res in handheld is 35%, docked is 45%.

--------------------- MERGED ---------------------------

Also upload my 60fps version with lowest handheld res at 45%, so it won't look too ugly


THANKS :gun:
 

xxbrothawizxx

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I'm sure SSDO is not a good idea on Doom eternal, this game is much more demanding than Doom 2016, and It doesn't really noticable especially on handheld mode
ps: motion blur in this game (at 30fps) is worse than Doom 2016 and literally giving me headache

I don't blame them for leaving SSDO out this time around because I definitely agree the game is heavier on the system. That said, it's still a bummer the option isn't there at all or possible with modding. How much space could neutering the code for it within the engine have saved?

I wonder what was changed for the motion blur implementation. Eclipse seems to think it's just broken, so we can't really judge the implementation. It made a big difference in 2016.
 

NotACat

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I don't blame them for leaving SSDO out this time around because I definitely agree the game is heavier on the system. That said, it's still a bummer the option isn't there at all or possible with modding. How much space could neutering the code for it within the engine have saved?

I wonder what was changed for the motion blur implementation. Eclipse seems to think it's just broken, so we can't really judge the implementation. It made a big difference in 2016.
open the cfg file with any text editor and try enabling them yourself, those 2 settings are there, change
r_SSDO "0"
r_motionblur "0"
to "1", around them are several more configure settings. But I haven't tried enabling SSDO and I given up on motion blur after tried several motion blur settings

--------------------- MERGED ---------------------------

Hey, I never tried overclocking the little beast. What should I use?
https://gbatemp.net/threads/sys-clk-under-overclocking-sysmodule.531372/
https://github.com/retronx-team/sys-clk/releases
if you're sxos user, move the folder under atmosphere/contents to sxos/titles
remember to read the thread above
You can fully edit/control your presets with sys-clk manager from github download
 
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xxbrothawizxx

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open the cfg file with any text editor and try enabling them yourself, those 2 settings are there, change
r_SSDO "0"
r_motionblur "0"
to "1", around them are several more configure settings. But I haven't tried enabling SSDO and I given up on motion blur after tried several motion blur settings
I trust Eclipse on this one.
 

Jayro

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I really wish Bethesda/id software/Panic Button would port Doom 2016 to the newer Doom Eternal engine. My PC can run Doom Eternal on ultra nightmare graphics settings in 4K HDR all day, and not break a sweat, but 2016 brings the bloat and the loadtimes are abysmal for Doom 2016, even with an NVMe drive.
 

half-turok

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60 FPS Mod
- Disabled boot logos
- Enabled FPS, Frame Time and Resolution counter
- Disabled gamma boost for handheld mode
- Minimum dynamic resolution for handheld mode is 25% (Default)
- Minimum dynamic resolution for dock mode decreased from 49% to 40%
- Maximum dynamic resolution for handheld mode increased from 72% to 100%
- Disabled dynamic GPU frequency scaling for handheld mode
Now it's always 460mhz without overclock. This needed to be disabled, because if we overclock to 768mhz (for example), we have stuttering. Frequency drops to 384 and raise back to 460 and drop to 307 and over and over again. Now its gone.
- FPS Limit is 60
- Anisotropic filtering 2x
- Some tweaks of antialiasing
- Disabled Light Scattering


1785/768/1600 in handheld and GPU to 921 in dock
To achieve 60 fps resolution will be always too low. In some hard areas FPS drops below 60
A

Great mod, I like how the Game move, any chance of this for Doom 2016?

Thanks
 

flibjibs

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ended up switching to ecl0674's graphics mod

as fun as 60fps was, it was just toooo blurry

the graphics mod seems to keep a pretty solid 30fps - I wonder if it was uncapped how good the fps could get?
 

Jayro

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It's sad to see how poorly unoptimized this is for the Switch, being delayed for most of the year for no reason, and especially given that the engine is even more optimized than 2016's engine was. (I honestly wish they'd go back and port Doom 2016 to the new engine on PC...)
 

beater0001

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It's sad to see how poorly unoptimized this is for the Switch, being delayed for most of the year for no reason, and especially given that the engine is even more optimized than 2016's engine was. (I honestly wish they'd go back and port Doom 2016 to the new engine on PC...)
This port releasing on launch is already a huge task, and March is right when the pandemic hit globaly. The price is more of a disapointment than anything.
I'd say that DE is more optimized than 2016, but for not for the Switch, or any platform that cannot handle Vulkan properly. A lot of the added performance from their optimization came straight back to more details, and that on the Switch is a wasted endeavour
Still, with max overclock this game can still do a "reasonable uncapped framerate", which is more than enough in my book
 

Jayro

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This port releasing on launch is already a huge task, and March is right when the pandemic hit globaly. The price is more of a disapointment than anything.
I'd say that DE is more optimized than 2016, but for not for the Switch, or any platform that cannot handle Vulkan properly. A lot of the added performance from their optimization came straight back to more details, and that on the Switch is a wasted endeavour
Still, with max overclock this game can still do a "reasonable uncapped framerate", which is more than enough in my book
The fact that it was supposed to come out on all 3 systems in November 2019 in the first place is what's also upsetting to me. That extra time didn't seem very well spent for Switch owners.
 

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