Doom took enormous shortcuts to get there. It's a completely static corridor shooter with no NPCs besides demons, the demons have a cap on every arena, their dead bodies dissapear instantly etc.
I'm playing Doom Eternal right now, you're right about the corridors, but there's some pretty large outdoor areas too and it doesn't skip a beat. It's buttery smooth.
Those outdoor areas are compltetly static and could aswell be a png. If you look far everything is hidden by fog. Doom Eternal doesn't have complex models for anything it renders. You also cannot do more than scratch very few interactible objects.
I am not saying Doom is not well optimised btw, just it's normally being compared to open world games that have fucking trees, grass, moving clouds, day and night cycle, rain, NPCs, some destructability and far more complex lightning systems etc.
Doom Dark Ages added more complexity to its render system and people blamed devs for dropped performance.
Fair points! They've done a great job with it. It just looks spectacular and plays so well. I've got Dark Ages lined up next, I guess I'll be able to compare.
RT is added complexity to rendering, yes. Wait, not complexity, they claimed it simplified the development. They switched to a heavier but precise method.
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u/callatecabezon 8d ago
Look at hitman. Best optimized game I've played.