Doom Eternal PC | UN Settings RT (Ultra Textures) and DLSS 2.2 Quality

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Published on ● Video Link: https://www.youtube.com/watch?v=GiWYQigqlP8



Doom Eternal
Game:
Duration: 16:21
133 views
0


This is a different session of Doom Hunter Base level playthrough with Texture Pool Size turned down to Ultra (from Ultra Nightmare) to prevent framerate drops due to overloading video memory on an RTX 3070 and Ryzen 5 5600X system.

Graphics settings are in the description below:

Window Mode: Fullscreen
Resolution: 2560x1440
Vertical Sync: Disabled
Present from Compute: On
Field of View: 110
Motion Blur: Ultra Nightmare
Performance Metrics: Ultra Nightmare
Render Mode: Off
Ray Tracing: On
DLSS: Quality

Overall Quality: Ultra Nightmare
Texture Pool Size: Ultra
Shadow Quality: Ultra Nightmare
Reflections Quality: Ultra Nightmare
Motion Blur Quality: Ultra Nightmare
Directional Occlusion: Ultra Nightmare
Lights Quality: Ultra Nightmare
Particles Quality: Ultra Nightmare
Decal Quality: Ultra Nightmare
Water Quality: Ultra Nightmare
Volumetrics Quality: Ultra Nightmare
Texture Filtering Quality: Ultra Nightmare
Geometric Quality: Ultra Nightmare
Chromatic Aberration: On
Sharpening: 33
Film Grain: 0
Resolution Scaling Mode: 0
Depth of Field: On
Depth of Field Anti-Aliasing: On

OBS Studio recording settings:

Type: Standard
Recording Format: mkv
Encoder: NVIDIA NVENC H.264 (new)
Rate Control: CQP
CQ Level: 15
Keyframe Interval: 2 seconds
Preset: Quality
Profile: High
Look-ahead: Enabled
Psycho Visual Tuning: Enabled
Max B-frames: 4
Audio Bitrate: AAC LC 320 kbit/s
Colour Format: NV12
Colour Space: Rec.709
Colour Range: Full

Other remarks:

Just realised my past Doom Eternal Update 6 gameplay videos have subpar framerates due to VRAM overloading from Ultra Nightmare textures. I've reduced Texture Pool Size to Ultra to bring VRAM usage under control (~7,5 GB out of 8 on RTX 3070); Doom Eternal, as a Vulkan game, slows down the entire rendering pipeline when it runs out of VRAM (a condition which would normally cause hitching or stuttering in games using other APIs), causing serious framerate drops and ~30 % drop in GPU power usage. As for DLSS, I did not opt DLSS library past 2.2.6.0 because 2.2.9.0 caused more ghosting artefacts and 2.2.11.0 caused more temporal jittering when idling.

My system specifications:

AMD Ryzen 5 5600X 6-core
Deepcool Neptwin V3
2x 120 mm Deepcool RF120 FS 1500 min⁻¹
Arctic MX-4
ASRock X570 Steel Legend
32 GB (2x 16 GB) Corsair Vengeance LPX DDR4-3600 18-22-22-42
GALAX NVIDIA GeForce RTX 3070 LHR METALTOP OC [FG] 8 GB GDDR6
1000 GB Gigabyte AORUS Gen4 M.2 SSD NVMe PCIe 4.0 x4
650 W Seasonic FOCUS GX-650 80 PLUS Gold
Phanteks Eclipse P500A Non-RGB ATX Mid-Tower
3x 140 mm Phanteks PH-F140SK 1500 min⁻¹ Front
1x 140 mm Phanteks PH-F140SK 1500 min⁻¹ Rear
Philips 275M8/69 27-inch VA 2560x1440 144 Hz FreeSync Premium
Cooler Master Storm Quick Fire XT ANSI 104-key Cherry MX Brown
Logitech G403 Omron D2FC-F-7N PMW3366 12000 dpi

#Doom #DoomEternal #RTX3070




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Tags:
SonicMattster
Leave it to the Mattster!
Mattster
PC
PC Gameplay
Gameplay
RTX 3070
Ryzen 5 5600X / RTX 3070
NVIDIA
AMD
Ryzen 5 5600X
R5 5600X
5600X
NVIDIA RTX
RTX
Ryzen
RTX 3070 Gameplay
id Tech 7
Doom Eternal
id Software
Doom
Vulkan
Bethesda Softworks
DLSS 2.2
DLSS



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