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Doom’s framerate won’t be capped at launch - the FPS’s advanced graphics options revealed


Though it wasn’t the case in the open beta, Doom will feature an uncapped framerate on PC at launch. There will also be a host of advanced graphical options so you can tweak and adjust the experience to suit the capabilities of your rig. 

The original Doom is, of course, in our list of PC’s best FPS games.

Doom’s open beta provided id Software with a bunch of feedback based around PC settings, and capped framerates,monitor support and multi-monitor support were some of the biggest concerns.

These concerns were unwarranted though, as id say these features just “weren’t emphasised in the beta for various development reasons” but the framerate in the full release will be uncapped and a host of monitor setups will be supported.

“PC gaming is in our DNA here at id,” says Robert Duffy, CTO at id Software. “Just like so many of you, we also love to tinker with settings to get the exact experience we want – and every ounce of performance our systems can handle.

“We will be running an uncapped framerate on PC at launch, supporting ultra-wide 21:9 monitors, allowing wider FOV, and providing a wide variety of advanced settings that allows any PC connoisseur the opportunity to make intelligent tradeoffs between visual fidelity and performance.”

The developer also released a list of the advanced PC settings planned for the full launch, and you can see them below:

  • Manually Lock Framerate (unlocked by default)
  • Lights Quality
  • Chromatic Aberration Toggle
  • Shading Quality
  • Post Process Quality
  • Particles Quality
  • Game F/X Quality
  • Decal Quality
  • Directional Occlusion
  • Reflections Quality
  • Depth of Field Toggle
  • Decal / Texture Filtering
  • Motion Blur Quality / Toggle
  • Sharpening Amount
  • Lens Flare Toggle
  • Lens Dirt Toggle
  • Texture Atlas Size
  • Show Performance Metrics
  • Resolution Scaling
  • UI Opacity
  • Film Grain
  • Rendering Mode
  • FOV Slider
  • Simple Reticle
  • Show First-person Hands Toggle
  • Use Compute Shaders
  • Vsync (support or triple buffering)