DOOM - jleaveyBethesda
The latest free update for DOOM is now live! Here are the patch notes for DOOM's Update 2.

DOOM Update #2 Release Notes

Single Player
Fixes and Optimizations
  • Fixed an issue where performance gradually decreased in the Polar Core level
  • Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less damage than the base fire damage
  • Fixed an issue where players were unable to unlock the Argent Overload achievement/trophy if they began their progress after the release of Update 1
  • Fixed an issue where players were unable to unlock the Tinkering trophy if they began their progress after the release of Update 1 (PS4)
  • Fixed an issue where some users were not able to progress weapon and rune masteries after the release of Update 1.
    The “What Else Ya Got” achievement/trophy no longer is blocked for those who have not completed the “Double take” challenge.
  • Fixed an issue which prevented users from using Combat Shotgun mods when out of shells, with “Rich Get Richer” enabled.
  • Multiplayer damage indicators have been removed from the single player mode.
  • Fixed an issue where users experienced a crash to desktop while using current NVIDIA drivers. (PC)
  • Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC)
Multiplayer
New Features
  • Added two new multiplayer game modes
  • Sector – Capture and Hold
  • Exodus – Capture the Flag
Improvements to Matchmaking
  • Fixed several cases of party invites not working after the host leaves.
  • Improved host migration success rate.
  • Fixed issues with network connectivity loss resulting in being unable to join future matches
  • when connectivity was restored.
  • Improved handling of party peers in the game lobby.
Fixes
  • Fixed several third-person weapon issues (animation shaking, customization not appearing).
  • Fixed an issue with the magnetism hack module where power-items would not return to their original position if the player died while in transition.
  • Fixed an issue where taunting many times in a row could cause the player’s third-person animation to be stuck in one pose.
  • Fixed cases of loading screen tooltips not showing up correctly.
  • Fixed issue with Clan Arena and Freeze Tag showing the incorrect amount of player icons on the HUD (top-left player indicators).
  • Fixed issue with level up rewards, including level up rewards not being awarded properly).
  • Fixed presentation issue in the Intro sequence (disabling weapon GUI being displayed early).
  • First person hands customization fixes (fixed some cases where first person hands customization meshes weren't being shown correctly).
  • Fixed duplicate selection boxes in the Challenges screen.
  • Fixed issue where the previously played map could be loaded into the playlist again.
  • Fixed issue with PS+ offer being shown at an inappropriate time (PS4).


SnapMap
Community HUB Improvements
  • Added Find Open Match, a public match browser displaying all available public lobbies
  • Added a Recently Played Maps list
  • Added ability to Subscribe to maps and browse them from the new Subscribed Maps list
  • Improved the Map Browser with additional sorting options
  • Added new unlockable images for customizing published maps (11 new backgrounds, 10 new mode icons, 20 new miscellaneous images)
  • Added icons on the Map Browser to identify Cloud/Local maps

Editor Functionality Improvements
  • Added God Mode and Infinite Ammo as testing settings for map authors
  • Added Movement Speed settings in the editor

Content Additions
  • Added a customizable Weapon Wheel that allows the player to hold any number of weapons
  • Added 30 new Hell themed Modules including indoor and outdoor environments
    Increased the number of weapons available by adding the Pistol, the Chainsaw and the Static

Rifle
  • Added Skull Keys, and Hell Barrel
  • Added The Unwilling to the available AI
  • Added the Mancubus as a selectable Player Demon
  • Added new Interactables including the Gore Nest, Hell Tablet, and Tripod Panel, a customizable touch screen panel
  • Added weapon-specific ammo to Pickups and AI drop tables
  • Added all new Hell Props including a giant demon skull, altars, cauldrons and more
  • Added construction props such stone blocks, rocks, columns, and arches for customizing


Hell environments
  • Added Launch Pads with logic to control distance, speed, direction, and destination
  • Added new FX to accompany the Launch Pads
  • Added new Demonic and Origin Hell Voice Speakers
  • Updated Speakers to include new instrument sounds
  • Added a Switch object which triggers only one output based on a specified index
  • Added a Custom Event object which triggers all instances of an event when any instance of it is signaled
  • Added three new Filters including Equipment, Weapon, and Cached Entity Filters


Improvements to Logic and Object Functionality
  • Weapons now have a property that allows players to pick up weapons when touched
  • AI have two new properties to Set Stagger Percentage, and Enable/Disable Stagger
  • Players now have the On Health Percentage Reached output
  • New style properties have been added to Light objects to create light FX such as blinking, strobe, rotating, and more
  • Props and Player Blocking Volumes now have a Static property that will return their
  • Network budget value, but will disable all inputs (show, hide, etc) during a match
  • Updated the Inventory entity to manage multiple weapons
  • Updated Player Loadout object to include Demon Player race selection
  • The AI Conductor behavior can now be altered when entering a module
  • AI spawning can be inhibited in a module through logic
  • Module Environments can be changed during a match with logic
  • Friendly AI health bars and POIs can be hidden or shown
  • Hazard damage can be set to a Variable
  • Color properties are now shown in a color swatch
  • A large health bar is now available as an Objective
  • Use Alternative AI Drop Table that simulates Campaign drops from demon kills

Fixes
  • Fixed the Spend input to result in a Spend Failure if it causes a Player/Team Resource to fall below zero
  • Fixed Player Demon hand jittering
  • Fixed the Network cost of Lights. This may result in previous maps having a maxed network budget. Map authors may need to remove other networked objects or use the Static property on Props or Player Blocking Volumes that aren't altered using logic.
DOOM - jleaveyBethesda
The latest free update for DOOM is now live! Here are the patch notes for DOOM's Update 2.

DOOM Update #2 Release Notes

Single Player
Fixes and Optimizations
  • Fixed an issue where performance gradually decreased in the Polar Core level
  • Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less damage than the base fire damage
  • Fixed an issue where players were unable to unlock the Argent Overload achievement/trophy if they began their progress after the release of Update 1
  • Fixed an issue where players were unable to unlock the Tinkering trophy if they began their progress after the release of Update 1 (PS4)
  • Fixed an issue where some users were not able to progress weapon and rune masteries after the release of Update 1.
    The “What Else Ya Got” achievement/trophy no longer is blocked for those who have not completed the “Double take” challenge.
  • Fixed an issue which prevented users from using Combat Shotgun mods when out of shells, with “Rich Get Richer” enabled.
  • Multiplayer damage indicators have been removed from the single player mode.
  • Fixed an issue where users experienced a crash to desktop while using current NVIDIA drivers. (PC)
  • Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC)
Multiplayer
New Features
  • Added two new multiplayer game modes
  • Sector – Capture and Hold
  • Exodus – Capture the Flag
Improvements to Matchmaking
  • Fixed several cases of party invites not working after the host leaves.
  • Improved host migration success rate.
  • Fixed issues with network connectivity loss resulting in being unable to join future matches
  • when connectivity was restored.
  • Improved handling of party peers in the game lobby.
Fixes
  • Fixed several third-person weapon issues (animation shaking, customization not appearing).
  • Fixed an issue with the magnetism hack module where power-items would not return to their original position if the player died while in transition.
  • Fixed an issue where taunting many times in a row could cause the player’s third-person animation to be stuck in one pose.
  • Fixed cases of loading screen tooltips not showing up correctly.
  • Fixed issue with Clan Arena and Freeze Tag showing the incorrect amount of player icons on the HUD (top-left player indicators).
  • Fixed issue with level up rewards, including level up rewards not being awarded properly).
  • Fixed presentation issue in the Intro sequence (disabling weapon GUI being displayed early).
  • First person hands customization fixes (fixed some cases where first person hands customization meshes weren't being shown correctly).
  • Fixed duplicate selection boxes in the Challenges screen.
  • Fixed issue where the previously played map could be loaded into the playlist again.
  • Fixed issue with PS+ offer being shown at an inappropriate time (PS4).


SnapMap
Community HUB Improvements
  • Added Find Open Match, a public match browser displaying all available public lobbies
  • Added a Recently Played Maps list
  • Added ability to Subscribe to maps and browse them from the new Subscribed Maps list
  • Improved the Map Browser with additional sorting options
  • Added new unlockable images for customizing published maps (11 new backgrounds, 10 new mode icons, 20 new miscellaneous images)
  • Added icons on the Map Browser to identify Cloud/Local maps

Editor Functionality Improvements
  • Added God Mode and Infinite Ammo as testing settings for map authors
  • Added Movement Speed settings in the editor

Content Additions
  • Added a customizable Weapon Wheel that allows the player to hold any number of weapons
  • Added 30 new Hell themed Modules including indoor and outdoor environments
    Increased the number of weapons available by adding the Pistol, the Chainsaw and the Static

Rifle
  • Added Skull Keys, and Hell Barrel
  • Added The Unwilling to the available AI
  • Added the Mancubus as a selectable Player Demon
  • Added new Interactables including the Gore Nest, Hell Tablet, and Tripod Panel, a customizable touch screen panel
  • Added weapon-specific ammo to Pickups and AI drop tables
  • Added all new Hell Props including a giant demon skull, altars, cauldrons and more
  • Added construction props such stone blocks, rocks, columns, and arches for customizing


Hell environments
  • Added Launch Pads with logic to control distance, speed, direction, and destination
  • Added new FX to accompany the Launch Pads
  • Added new Demonic and Origin Hell Voice Speakers
  • Updated Speakers to include new instrument sounds
  • Added a Switch object which triggers only one output based on a specified index
  • Added a Custom Event object which triggers all instances of an event when any instance of it is signaled
  • Added three new Filters including Equipment, Weapon, and Cached Entity Filters


Improvements to Logic and Object Functionality
  • Weapons now have a property that allows players to pick up weapons when touched
  • AI have two new properties to Set Stagger Percentage, and Enable/Disable Stagger
  • Players now have the On Health Percentage Reached output
  • New style properties have been added to Light objects to create light FX such as blinking, strobe, rotating, and more
  • Props and Player Blocking Volumes now have a Static property that will return their
  • Network budget value, but will disable all inputs (show, hide, etc) during a match
  • Updated the Inventory entity to manage multiple weapons
  • Updated Player Loadout object to include Demon Player race selection
  • The AI Conductor behavior can now be altered when entering a module
  • AI spawning can be inhibited in a module through logic
  • Module Environments can be changed during a match with logic
  • Friendly AI health bars and POIs can be hidden or shown
  • Hazard damage can be set to a Variable
  • Color properties are now shown in a color swatch
  • A large health bar is now available as an Objective
  • Use Alternative AI Drop Table that simulates Campaign drops from demon kills

Fixes
  • Fixed the Spend input to result in a Spend Failure if it causes a Player/Team Resource to fall below zero
  • Fixed Player Demon hand jittering
  • Fixed the Network cost of Lights. This may result in previous maps having a maxed network budget. Map authors may need to remove other networked objects or use the Static property on Props or Player Blocking Volumes that aren't altered using logic.
DOOM

Have you ever thought to yourself, Yeah, Doom is cool, but it would even cooler if I could play it on a tabletop, with dice and cards and little plastic miniatures? No, of course you haven't. But now that I've put the idea in your head, it sounds fun, doesn't it? Luckily for you, that's an itch that can soon be scratched.

Doom: The Board Game, announced today by Fantasy Flight Games, is an asymmetrical board game of tactical combat based on the famous id Software shooter. Two to four players suit up as UAC Marines, who must complete a series of missions with unique maps and objectives, while another controls the hordes of Hell, with the more straightforward goal of killing them.

The game shares a few similarities with the Doom board game released by Fantasy Flight in 2004 which I did not know existed but mechanically it's almost entirely new, the publisher said. It is designed to capture the feel of the videogame's most recent incarnation, complete with fast-paced action, aggressive combat, relentless suspense, and even Glory Kills that allow marines to swiftly execute wounded demons and recover damage at the same time.

Doom: The Board Game is slated to come out in the fourth quarter of this year. Find out more at fantasyflightgames.com.

DOOM - contact@rockpapershotgun.com (Alice O'Connor)

Even before we got a proper look at multiplayer in the new Doom [official site], it was clear that singleplayer would be its strength. It’s a shame Bethesda have only announced a load of multiplayer DLC, and adding new weapons and things across three paid DLC packs does sound weird for an id Software game. But hey, that’s the plan and it’s going ahead. Today publishers Bethesda announced the first pack will hit August 5th with a new pistol, a new playable demon, new maps, and so on.

New free stuff is coming too, mind. A free update tomorrow will bring new multiplayer modes along with more stuff for the SnapMap editor.

… [visit site to read more]

DOOM

Big things are happening in the world of Doom, Bethesda's demon-bothering FPS reboot, beginning with a double-XP weekend and a major free update, both of which are set to go live on July 29.

The update will add a pair of new multiplayer modes a one-flag CTF mode called Exodus and an objective-based capture-and-hold mode called Sector and make some big changes to the SnapMap editor, including customizable weapon wheel functionality, the addition of the Mancubus as a playable demon, and a laundry list of improvements to the Community HUB, editor and logic capabilities.

After that, on August 5, Bethesda will roll out Unto the Evil, Doom's first premium multiplayer DLC release. The bundle will include three new multiplayer maps, a new player-controlled demon called the Harvester, the UAC EMG Pistol, the Kinetic Mine, new hack modules, and new armor sets, patterns, colors, and taunts. It will also incorporate a new feature called PartyPlay, which will enable players who don't own the package to access the new multiplayer maps as long as they're partied up with someone who does.

If a DLC map comes up as part of the rotation, you and your party can play just as you have with the game's original multiplayers maps, Bethesda explained. Conversely, if you have purchased the premium DLC pack, anyone in your party can play any of the maps from the DLC as long as they re with you.

Unto the Evil is included with the Doom season pass and will sell separately for $14.99/ 11.99.

DOOM - jleaveyBethesda
We've got a lot of news to share with you this morning, so let's get right to it.

DOOM's Free Update 2 launches tomorrow, July 29! The free update kicks off with two new multiplayer modes, Sector and Exodus. Sector is a capture and hold mode while Exodus brings capture the flag to DOOM. We're also adding Hell modules and environments to DOOM SnapMap, plus new objects like Launch Pads, and last but not least, the campaign weapon wheel comes to SnapMap! And of course, the update will include tons of optimizations and improvements. Look for full release notes when the patch goes live tomorrow.

Unto the Evil, DOOM's first DLC, launches August 5! We're thrilled to announce that our first premium multiplayer DLC will launch on August 5. The DLC includes three new multiplayer maps (Cataclysm, Ritual, and Offering), the new UAC EMG Pistol, and the new playable demon, "The Harvester." We're also introducing a new feature called PartyPlay. Want to play the DLC maps, but don't own Unto the Evil or the Season Pass? Party up with another player who has purchased the DLC, and you can play the new maps! If a DLC map comes up as part of the rotation, you and your party can play just as you have with the game's original multiplayers maps. Conversely, if you have purchased the premium DLC pack, anyone in your party can play any of the maps from the DLC as long as they’re with you.

Double XP Weekend kicks off July 29! To celebrate the release of Update 2, we're launching our first Double XP Weekend. Level up all weekend long while playing our two new multiplayer modes.

To read all about today's announcements, including additional details, be sure to read a note written by Executive Producer Marty Stratton on https://bethesda.net/#en/events/game/doom-big-updates-new-content-and-partyplay/2016/07/28/160

Note: The deployment of Update 2 will require a maintenance, scheduled for approximate 12pm ET on July 29. We anticipate the maintenance will end approximately at 2pm ET. We'll be sure to update you when our multiplayer and SnapMap servers are down for maintenance.
DOOM - jleaveyBethesda
We've got a lot of news to share with you this morning, so let's get right to it.

DOOM's Free Update 2 launches tomorrow, July 29! The free update kicks off with two new multiplayer modes, Sector and Exodus. Sector is a capture and hold mode while Exodus brings capture the flag to DOOM. We're also adding Hell modules and environments to DOOM SnapMap, plus new objects like Launch Pads, and last but not least, the campaign weapon wheel comes to SnapMap! And of course, the update will include tons of optimizations and improvements. Look for full release notes when the patch goes live tomorrow.

Unto the Evil, DOOM's first DLC, launches August 5! We're thrilled to announce that our first premium multiplayer DLC will launch on August 5. The DLC includes three new multiplayer maps (Cataclysm, Ritual, and Offering), the new UAC EMG Pistol, and the new playable demon, "The Harvester." We're also introducing a new feature called PartyPlay. Want to play the DLC maps, but don't own Unto the Evil or the Season Pass? Party up with another player who has purchased the DLC, and you can play the new maps! If a DLC map comes up as part of the rotation, you and your party can play just as you have with the game's original multiplayers maps. Conversely, if you have purchased the premium DLC pack, anyone in your party can play any of the maps from the DLC as long as they’re with you.

Double XP Weekend kicks off July 29! To celebrate the release of Update 2, we're launching our first Double XP Weekend. Level up all weekend long while playing our two new multiplayer modes.

To read all about today's announcements, including additional details, be sure to read a note written by Executive Producer Marty Stratton on https://bethesda.net/#en/events/game/doom-big-updates-new-content-and-partyplay/2016/07/28/160

Note: The deployment of Update 2 will require a maintenance, scheduled for approximate 12pm ET on July 29. We anticipate the maintenance will end approximately at 2pm ET. We'll be sure to update you when our multiplayer and SnapMap servers are down for maintenance.
DOOM - jleaveyBethesda
We've updated the DOOM Demo on Steam to support Vulkan!

When launching DOOM from Steam, you’ll be prompted with a new menu to choose either OpenGL or Vulkan. To play with Vulkan, select the second menu option. You can also switch between OpenGL and Vulkan in game via the Advanced Settings options menu. The game will restart whenever you switch between OpenGL and Vulkan.

Please be sure to update your drivers to these new version:

NVIDIA: 368.69 - Download the latest NVDIA drivers: http://www.nvidia.com/Download/index.aspx
.
AMD: 16.7.2 - Download the latest AMD drivers:
http://support.amd.com/en-us/download

Be sure to review our full FAQ for additional information and troubleshooting:
https://steamcommunity.com/gid/103582791440638840/announcements/detail/874079593008589523
DOOM - jleaveyBethesda
We've updated the DOOM Demo on Steam to support Vulkan!

When launching DOOM from Steam, you’ll be prompted with a new menu to choose either OpenGL or Vulkan. To play with Vulkan, select the second menu option. You can also switch between OpenGL and Vulkan in game via the Advanced Settings options menu. The game will restart whenever you switch between OpenGL and Vulkan.

Please be sure to update your drivers to these new version:

NVIDIA: 368.69 - Download the latest NVDIA drivers: http://www.nvidia.com/Download/index.aspx
.
AMD: 16.7.2 - Download the latest AMD drivers:
http://support.amd.com/en-us/download

Be sure to review our full FAQ for additional information and troubleshooting:
https://steamcommunity.com/gid/103582791440638840/announcements/detail/874079593008589523
DOOM

When Doom showed up back in May, I ran a bunch of benchmarks to see how it performed. At the time, we were promised that a patch with support for the Vulkan API would show up "soon after launch," which apparently meant around two months. The good news is that after all this waiting, the public Vulkan patch went live last week; there's also a FAQ on Doom's Vulkan support that has additional information.

So what is Vulkan and why should anyone care? The short summary is that Vulkan is the cross-platform low-level API put out by the Khronos Group, the same group that handles the cross-platform OpenGL API. Alternatively, Vulkan is to OpenGL as DirectX 12 is to DirectX 11. The key element we want to discuss is what it means to be 'low-level' and how that changes the game engine. This gets technical, but it will help set the stage for what we see in the benchmarks.

"What do you mean I can't have low-level hardware access!?"

So, what is an API?

Software developers typically use programming libraries to help make their jobs easier. Imagine you want to create a game for Windows; there's a lot of work involved in doing so, but many common tasks can be handled by a programming library an API, or Application Programming Interface. Rather than reinventing the wheel for each new program, tasks like graphics, audio, window resizing and positioning, reading and writing to storage, and more can simply use an existing library to make life easier.

Focusing specifically on the realm of graphics, the API helps handle things like texturing, lighting, and creating all the amazing visuals we see in modern games. But using a library also involves some level of abstraction, and in the world of graphics it means you have a driver that supports the set of functions in the library, and it maps those to the actual hardware. While AMD and Nvidia GPUs as an example might be similar in many areas, dig deep enough and there are plenty of differences.

In the past decade or two, most graphics APIs have been 'high-level,' meaning there's a larger amount of abstraction. This generally makes the job of the programmers easier, at the cost of some performance optimizations. Some developers have wanted ways to extract more performance from the hardware, however, and they've basically asked for 'low-level' access to the hardware. That means more work in some cases, but it can also improve performance if you know what you're doing. And that brings us to Vulkan and DirectX 12.

There are plenty of differences, just as there are differences between OpenGL and DirectX 11. Microsoft is in charge of the DirectX world, and it only works on Windows platforms; Khronos Group handles OpenGL/Vulkan, and they support multiple platforms including most smartphones and tablets via OpenGL ES. Where Microsoft had pressure from game developers and hardware companies to create DirectX 12, Khronos Group took a different route and leveraged much of AMD's work on their own low-level Mantle API to create Vulkan. Ultimately, the end goal is the same: allow developers to extract more performance from the hardware (if they want to put in the effort).

There's some politics involved with the low-level API discussion as well. The biggest item is that AMD supports a feature called asynchronous compute, which is basically the ability to mix and match graphics and compute instructions in the execution units. AMD has had their Asynchronous Compute Engine (ACE) as part of their core graphics hardware since the very first GCN GPUs (the HD 7970 and 7950 launched in January 2012), but until Mantle, DirectX 12, and Vulkan came around it didn't actually do a lot. That's because DirectX 11 and OpenGL didn't really have a good way to leverage the ACE, but low-level access changes things.

Last generation's king, the GTX 980 Ti.

Spec sheets don't tell the whole story

Fundamentally, AMD and Nvidia architectures aren't the same, and this is why we run benchmarks. Otherwise we could just look at the specifications and say, "Oh, it looks like AMD's Fury X does 8601 GFLOPS and has 512GB/s of bandwidth; the GTX 980 Ti has 6054 GFLOPS and 336GB/s bandwidth. That makes the Fury X 40-50 percent faster." The reality is that all processors have a theoretical performance, but actually getting close to that figure can be difficult, and the specifics of the architecture help determine how close the real world is to the theoretical world. And this is where ACE can help AMD quite a bit.

I picked the Fury X and GTX 980 Ti for a good reason: on paper the Fury X should be substantially faster, but in practice the 980 Ti ends up with a small lead of around five percent (the Fury X does lead by five percent at 4K, however). That's about a 40 percent difference from the theoretical performance, due to the ways in which Nvidia's Maxwell and AMD's 3rd generation GCN differ. With a low-level API, AMD's ACE has the potential to help better utilize certain resources, particularly if the developers spend some effort to better optimize their code. Instead of utilizing 60-70 percent of the available execution units, they might be able to get to 80-90 percent utilization, and that could make a big difference when it comes to the end user's experience.

AMD's R9 Fury X stumbled at the gate but has been picking up steam ever since.

Now combine the above discussion with AMD's presence in all the current generation of consoles, and AMD has a vested interest in finding ways to improve the performance of their hardware. This is arguably why they created Mantle, and why they're so interested in DirectX 12. But couldn't AMD accomplish something similar by simply spending a lot of resources to optimize their DirectX 11 drivers? Probably not to the same degree, simply because the API isn't designed for things like their ACE.

What about Nvidia don't they have features and hardware elements that are handicapped by high-level APIs? Probably, though Nvidia for their part has been more interested in creating other gaming libraries rather than specifically focusing on low-level APIs. Certainly developers can do stuff with the PhysX API that they can't do using plain DirectX 11 though much of PhysX could almost certainly be done in other ways. They support Vulkan and DirectX too, and helped id Software with the Vulkan port of Doom.

With all of the above out of the way, let's talk expectations. In my view, the goal of any developer using a low-level API should always be to beat the performance they can get via a high-level API; if performance is worse (than OpenGL or DirectX 11), then it represents a lot of wasted effort.

Imagine someone coming to you with a customized sports car; they brag about replacing the engine, tweaking the transition, and doing all sorts of other work. Then you ask them how much better it performs compared to the stock car. If all their changes resulted in less horsepower, worse handling, a lower top speed, and reduced acceleration, you'd probably think they had lost their mind. On the other hand, they might tune for one or two specific areas at the cost of others so a higher top speed, or better acceleration which we also see in software development.

On the next page: Doom Vulkan performance numbers and charts galore.

Doom Vulkan performance comparisons

PC Gamer's Graphics Card Test System

CPU: Intel Core i7-5930K @ 4.2GHzMobo: Gigabyte GA-X99-UD4RAM: G.Skill Ripjaws 16GB DDR4-2666Storage: Samsung 850 EVO 2TBPSU: EVGA SuperNOVA 1300 G2CPU cooler: Cooler Master Nepton 280LCase: Cooler Master CM Storm TrooperOS: Windows 10 Pro 64-bitDrivers: AMD Crimson 16.7.2, Nvidia 368.69/.64

For the benchmarks, I'm using my standard testbed, which you can see to the right. I didn't do a full set of additional CPU scaling tests this round, due to time constraints, but I did a few quick spot checks that I'll discuss below. I've also retested every single graphics card in the charts, with OpenGL 4.5 and Vulkan, using the AMD Crimson 16.7.2 drivers and the Nvidia 368.69 drivers the exception being the recently launched GTX 1060, where I used the 368.64 drivers. Some of the OpenGL numbers have improved a bit since the initial testing in May, so I wanted to keep things consistent.

For the charts, I've separated each resolution into AMD and Nvidia hardware, and colored Vulkan results red and OpenGL results blue. (Trying to put everything into one chart just resulted in a massive pile of results that ends up not being particularly readable, though if you're interested, here are the full 1080p, 1440p, and 4K results.) I'll discuss each chart in turn, starting at 1080p. I could have also tested at 1080p High or Medium quality, but the gains in performance aren't all that great and at some point I had to draw the line and simply finish the testing.

One thing to note is that my Doom benchmark sequence uses FRAPS for OpenGL and PresentMon for Vulkan, and there is a bit more variance between benchmark runs than some other games. Basically, I play a 150 second sequence (give or take) where I run though a section of the game and fight a bunch of hellspawn. I do my best to run the same path each time, but there are minor variations depending on where the demons show up. Testing the same card at the same settings multiple times gives a variance of around four percent, so anything less than that can be considered equivalent performance not that you'd really notice anything below ten percent anyway.

In case you're new to my testing, I also report minimum frame rates, but these aren't strict minimums. Instead, I calculate the average fps for the bottom three percent of frames. This is done by finding the 97 percentile (the value where 97 percent of frames render faster, using the frame times) and then selecting the remaining three percent of frames and finding their average fps (total number of frames divided by seconds). I do this because sometimes there's a single frame out of thousands of frames that 'glitched' or whatever, and in practice it's far more useful to know what typical minimum fps is like rather than focusing on that one frame.

AMD starts off with an impressive showing at 1080p Ultra, with nearly all of the cards showing around a 30 percent performance improvement compared to OpenGL. That's a massive jump, and what's more it happens even on lower-end hardware like the R9 380 not that any of these are 'slow' GPUs, but it's good to see improvements on more than just the high-end parts. The one exception here is the R9 385 2GB, which is the only AMD card with less than 4GB VRAM that we tested; it improves, but by roughly 10 percent instead of 30 percent. Minimum fps is also up significantly, though the nature of testing creates a lot more variation between runs when talking about minimum fps; the 285 shows almost no change, while the other cards are all 30-40 percent higher on 97 percentile scores.

In contrast to AMD's hardware, Nvidia's showing with Vulkan is a lot more mixed. The GTX 1080 performance goes up by 20 percent, the 1070 improves by 10 percent, and most of the remaining cards fall within the margin of error. We do see a few performance regressions, and the GTX 950 shows a nearly 10 percent drop with Vulkan. The 2GB 960 also shows a small drop, and interestingly the 1060 does as well perhaps the 368.64 drivers aren't fully baked, or it might just be variance between runs. Vulkan does generally improve minimum frame rates, and only the 950 shows a clear drop in minimum fps. The 1060 has a small drop, while other cards show a 10-20 percent improvement the 1080 even shows a 50 percent improvement, and I should note that the 1080 is frequently hitting the 200 fps frame rate cap that Doom imposes, so potentially it could run faster.

Pulling back to talk about the entire spectrum, Nvidia's 1080 and 1070 still claim the top spots, with the Fury X effectively tying the 1070. The 980 Ti, Fury, and Nano all cluster together, followed by another grouping of the 980, 480, and 390 in that order. Vulkan basically elevates AMD's GPUs from seriously lackluster positioning in Doom to being right in the mix.

Again, AMD delivers some massive improvements at 1440p, showing that Vulkan isn't just a case of reducing CPU bottlenecks but it's also allowing the software to extract additional performance from the hardware. Average frame rates are up by 20-30 percent on everything, this time including the R9 285 2GB. Minimum frame rates show similar and even slightly higher improvements, ranging from 15-35 percent.

Running a game like Doom at 1440p Ultra usually makes the GPU the bottleneck, and that's basically what we're seeing. The GTX 1080 does get a decent 10 percent boost, but all the other cards are pretty much within the margin of error. The 2GB VRAM cards also tend to be a bit more prone to hiccups in testing, or simply have higher variance; here the 960 2GB drops by nearly 10 percent, but the 950 (also 2GB) shows a barely perceptible dip. Minimum frame rates for all of the cards are within the wider margin of error, so basically at 1440p none of Nvidia's cards beyond the GTX 1080 really benefit.

The lack of improvement on the Nvidia side ends up changing overall positioning a bit. The 1080 remains the fastest GPU, but the Fury X now edges past the 1070 this isn't really that unusual, however, as the Fury X has gobs of memory bandwidth and frequently improves relative to the competition at higher resolutions. The Fury edges past the 980 Ti, which is just ahead of the Nano. Similarly, the 390 and 480 edge past the 980, 1060, and 970. At the bottom of the overall standings, things are pretty much in line with what we usually see: 380X beats 380, and both beat the 960 and 950.

Finally, with settings at maximum (more or less we're still not running the Nightmare quality options), AMD continues to show moderate improvements thanks to Vulkan. This time the range is more like 15-25 percent, for both average and minimum fps, but the fact that Vulkan is giving the GPUs any help at all at 4K ultra is frankly astonishing. I'm not sure what bottleneck is being alleviated, and all of the cards still fall below the 'magical' 60 fps mark, but if you have a 4K FreeSync display Doom is definitely playable at these settings on the RX 480 and above.

Nvidia on the other hand ends up with slight drops in performance on nearly all the cards we tested. I'd call it bad luck or margin of error, except it's so consistent that more likely there is a slight performance hit at 4K ultra with Vulkan. Either Nvidia's OpenGL drivers are simply so tuned at this point that it's hard for game developers to match them, or some other factor is at play. Of course, the GTX 1080 is still the only GPU to break 60 fps at 4K ultra, even if Vulkan doesn't help out.

The overall picture once more shifts farther into AMD's court, particularly on the Fiji cards with their HBM VRAM. Under OpenGL, Nvidia was the undisputed champion at Doom, but Vulkan tilts the scales to generally favor AMD hardware at least in terms of a bang for the buck.

On the next page: What this tells us about the current state of low-level APIs.

Does your CPU matter?

One of the things I've been interested in testing is whether low-level APIs will reduce the CPU requirements. That's what I thought they would do back when DX12 was first being discussed after all, Xbox One and PlayStation 4 both get by with CPUs that are downright pathetic compared to a modern Intel Core processor.

I did some limited testing and found that while the GTX 1080 still showed good 1080p scaling, Doom simply doesn't hit the CPU that hard. Performance with a simulated Core i3-4350 (dual-core with Hyper-Threading at 3.6GHz) in most cases is within spitting distance of our standard i7-5930K OC (six-core with Hyper-Threading at 4.2GHz). Even slower CPUs might change things a bit, but an i3-4350 is reaching pretty far down the totem pole.

Welcome to the low-level API future

Doom + Vulkan doesn't really change the overall perspective on the market; it's just one game, and there are plenty of games that continue to favor Nvidia's hardware. But if every game started to support DX12 or Vulkan, we're now reaching the point where the pattern is becoming pretty clear.

Doom is about as close to a vendor agnostic game as I expect to see, given both AMD and Nvidia have previously touted the performance improvements Vulkan brings to the table. Hell, Nvidia even had Doom come to their GTX 1080 preview party to show off Vulkan support. It's interesting that 1080p ended up being the only place where Nvidia showed major gains, and even then it was mostly on the 1080.

I talked earlier about theoretical GFLOPS (billions of floating point operations per second). GFLOPS is a good indication of theoretical performance, and many compute-oriented GPU calculations tend to scale well with these figures. Gaming performance on the other hand often ends up being quite a bit different. You can't usually sustain the peak GFLOPS of an architecture (it's the number of cores times the clock speed times two for both AMD and Nvidia GPUs right now, if you're wondering), but high-level APIs often don't extract maximum performance from the hardware, and certain architectural design decisions can exacerbate that problem. Vulkan in the case of Doom, as well as some other DX12 titles like Ashes of the Singularity and Hitman, seem to be moving AMD's performance closer to their theoretical level.

There's still the possibility that AMD helped id Software optimize for Vulkan more/better than Nvidia did, but I think it's equally likely that Nvidia's DX11 and OpenGL drivers are simply really good at utilizing most of the hardware resources and are perhaps hitting memory bandwidth bottlenecks at higher resolutions. Until we see a DX12 or Vulkan game where Nvidia hardware shows across the board performance improvements, that's my conclusion. That doesn't mean I think the Fury X is going to surpass the GTX 1080 in gaming performance, but if future games that utilize low-level APIs continue down this path, the positions of some other GPUs may change.

Of course by then, we might all be running Nvidia 'Volta' and AMD 'Navi' GPUs. And we still need developers to work on eliminating the 2-3 month lag time between launch and good DX12/Vulkan patches.

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