@@generalcjgHis sister was better than Doom. It was hard times, back in those days, a PC good enough to run Doom costed about $3000, my parents were not well off and I couldn't afford to get one, so I was stuck at friends houses looking over their shoulders and they hardly ever let me play. I got my first console that year too, a Super Nintendo. I finally built my own PC few years later by merging 3 broken intel pentuim-2 PC''s I found in a council cleanup. Good old times.
@@Conradlovesjoy In Australia, it's when people order a street pick up of trash at the front from the city, people throw out bigger items that don't fit in normal bins, like fridges and furniture, sometimes if you were lucky, easily reparable PC desktops in the rich areas in Sydney.
@@JustAnotherGamerUS Definitely the best performing version of the three. But if I recall correctly, the Xbox version has slightly improved texturework. But who am I kidding, the game is a licensing nightmare.
& Diablo 1 for console ! Haven't had it since PS1 on console. A Nightdive remaster incorporating pc + ps1 versions plus Belzebub mod etc would make my collection complete. To me it is far superior to Diablo II
Only music request from this re-release is the PS1 soundtrack - say what you will about its fitment within Doom's original tone, but it helped craft it's own entire atmosphere for that version!
It won't replace numerous GZDoom projects I have installed at any given time (fan-made and commercial), but it is a great gift and a super awesome package. Another one, after Quake updates. A lot of love for id Software classics going around lately.
ah yes, quake. isnt there still like a million addons for quake that are awesome and have never come to the new version? its a mistake that they insist on curating the mod list, when they dont have the time to do it.
There is another mod issue. You can only delete one by unsubscribing. If the mod is no longer available for everyone, you can't unsub, so it can't be deleted.
The mod browser is absolute lowest effort crap that takes no lessons whatsoever from the last 30 years of software UI development. If you look at a WAD and then back out it always takes you to Page 1 even if you were on Page 35. There are no search or filtering options to narrow down the now 50+ pages of mods.
You can delete the local cache on console or on PC, this deletes all the downloaded mods and redownloads them when you start the game. If the mod is no longer available, it won't be redownloaded.
@@MGMan37 The devs have said they're very aware the mod browser is basic and apparently there are plans to improve it, so hopefully all those issues get sorted out eventually.
Nightdive mentioned code generation as one of the reasons for the performance difference between Xbox series and PS5. I assume they mean the different C++ compilers between platforms. PS5 uses their own version of the LLVM-based Clang compiler, which is known to out-perform Microsoft's Visual C++ compiler in virtually every benchmark. In a game thats almost entirely CPU based, I wonder if that's what is making the difference in the NUTS.wad stress test shown.
I wish they had done the Half-Life "remaster". I thought it was awesome but it was lacking in a few places, it definitely could've used a resolution scaler like Doom + Doom II has.
I only have one thing left on my DOOM port wishlist now, and that's the PS1 version. Or at least, its atmospheric lighting, animated fire skies and Aubrey Hodges' soundtrack.
@@FreakZoneGames haha I gotcha! There are WADs on there of the psx maps but I'm not actually sure what changes have been done with lighting OR music lol
Im not one for kicking a dead horse but this rerelease is absolutely welcome, they didnt change a few things just to milk money out of consumers but instead gave us a whole new package with tons of new content and QOL features, im glad ID is still respecting their past and not completely spitting on it ahem (Rockstar)
Some important things to know is that some Boom features aren't working as intended. Some Vanilla limitations and Vanilla behavior are being enforce when their not supposed to, which can ruin how a map is supposed to be experienced, or can even break them. This happens on PC, not sure about consoles.
I’m playing on PlayStation 5 and the original midi music is so low that at times I can’t even hear it. It also doesn’t loop correctly. Also the pickup items sound effects are incredibly low. I haven’t seen anyone talk about these problems and was expecting digital foundry to mention them. Has no one else noticed these issues?
Dude I have been experiencing the same sorta thing with Quake 2 Remaster on PC since last year and hardly anyone talks about it...though I tried hard to find if there's a solution. Even in Quake 2...the music doesn't lop properly, to fix it I have to quit the game and reload my save. And cinematics are waaaay to soft. Must be a Nightdive thing. Come on Nightdive!
The Original Music option is WAY to low. No matter what you can barely hear it..... why was there no mention of this?? All the rest sound perfectly fine...
Not only that but the remixed music is too loud. There’s no way to get satisfyingly loud sound effects unless you turn the music down to absurdity and it never sounds right.
An extremely important thing to note is that aiming sensitivity is affected by the frame rate! Playing at frame rates above 60fps, such as 120fps or 165fps will have significantly slower turning than playing at 60fps would. I'm not sure if this bug is on consoles, but it's very much a thing on PC. I'm hoping that this gets patched soon. It hinders what would otherwise be an amazing port!
Sounds pretty unplayable! Only issue in consoles is that the thumbstick deadzone slider is broken. You either have to tolerate a needlessly large deadzone (making a percentage of the degrees of motion unresponsive) *or* you can lower the deadzone to something more appropriate but for some reason the sensitivity curve flattens and you end up going from 0 to 100 the moment the stick detects movement. Frustrating when trying to tackle things like Eviternity!
Thanks for your comment, as I was wondering if this was just in my head. Anecdotally I also noticed my mouse movement being much more responsive at 60 fps vs 120 fps. I'm wondering now if I should even try 30 fps. Still happy for this version of the game as it made trying out mods super simple and convenient so I might actually try some now.
@@systemofadown1986 Sadly, that doesn't fix the issue for me. I've tested the game at various frame rates with both DX11 and Vulkan, and while switching to DX11 does get rid of the remaster's input delay, it does not fix the issue of mouse sensitivity being tied to frame rate.
The mouse turning feels weird because the mouse sensitivity scales with current framerate. Oops. Other than that if you really want to see the weird interpolation in action then revisit Nightdive's Quake 1 release and play it on a 90 Hz monitor. Objects are not moving linearly across interpolated frames but speed up and then slow down in a cyclic pattern. This is where the judder is coming from. The cyclic pattern depends on the framerate. Essentially the further most nightdive games get from an integer multiple of the game's original framerate, the worse it gets. So Doom, originally 35 FPS would have no interpolation issues at 70 fps, 105 fps. or 140 fps, but at 120 it's a bit off. Quake remaster at 90 fps is the worst case since internally the remaster version sets its original framerate at 60. To best see it in Quake, turn off view bobbing, and record a clip of just strafing left and right, then play back the video frame by frame. Quake 2 remaster is an exception because it is relying on Quake 2's code to handle the framerate rather than Kex Engine's interpolation. I hope you can make a video diving deep into it, because then it might actually motivate Nightdive to fix it.
Another issue with the mod system right now- which John sort of inadvertently demonstrates here- is that it's very easy to upload other people's work without attribution. Obviously, that's always going to be a potential problem, and there is a "report mod" function. I hope over time we see that there is at least *some* moderation being done. We see in the video though, John mentions downloading Sigil II with the digital soundtrack- something that is not actually meant to be available with the free version of Sigil II. The version of Sigil II that currently appears at the top of "Most Subscribed" (which I assume was uploaded by Romero Games themselves) also does not include the digital soundtrack. I don't mean to be overdramatic, this is hardly the end of the world or anything. But it demonstrates the potential for abuse with a system as wide open as this one- especially on console platforms.
Yeah it's mind boggling to me that they didn't even care to implement any moderation or approval system, with people uploading commercial wads like the Sigil soundtracks. It feels to me like it was done last minute and rushed out the door. I even saw users uploading whole other games like Heretic or Hexen which obviously don't work, but the fact that something like this is possible at all is a huge red flag. I wonder what Romero would have to say about this release.
The full SIGIL soundtrack is only available in The Beast Box. Which I had. I kept the .wad for it that contains the music. Otherwise you just get the midi version.
I thought I was losing it when I got motion sickness in a few minutes playing this port after playing so much of other versions. Thank you, Alex, for confirming the mouse weirdness.
Two things I found with the PC version: first was when you rotate the camera the skyboxes seem to bend out of shape. This was especially noticeable by standing on the armor pedestal at the start of E1M1 in the original Doom. Second, there seems to be more input lag than source ports. Firing the shotgun definitely feels delayed.
The sky rendering is how it was in the original, the intent seemed to be so that vertically everything stays aligned as you turn. As for the weapons most of doom's weapons have a firing delay built in. Try the chaingun, which has no firing delay, to see.
For the input lag, try turning off vsync and using the command cl_enginehz 60 and cl_enginefps 60. That fixed it for me, unfortunately Nigthdive seem to be pretending the issue doesn't exist so it's unlikely they'll be fixing it
Also, GZDoom even when configured properly isn't a perfect match, as any DOOM purist can tell you. You can probably go ask Marphy Black or something for more details, but for instance I'm pretty sure the well-known fuzz effect on Spectres and Partially Invisible things just cannot be emulated in GZDoom; you can only get something that sort of looks like it. It _is_ possible to do it with a shader like as seen in DSDA-Doom, but I don't know if anyone's done that for GZDoom. I imagine it's much easier to match the original renderer by, actually using it rather than trying to recreate it from scratch.
@@gman3563 Wasn't it that the Xbox is pretty close to PC, so they don't have the optimize it as much? But the PS5 is different enough so they do have to focus on optimizing it better? Thankfully patches tend to come to Xbox versions of games later that fix them at least. Obviously it won't matter here with this game, it's Doom and a game from the early/mid 90s, and the NUTS mod was not meant to be a serious FPS check. All systems run it the same everywhere else in the game.
Sucks that you can't play co-op on any downloaded mod on consoles. What also sucks is that the mod browser doesn't have a search function. Trying to find certain mods on it by slowly flipping through page after page is getting a little tedious.
I got it for free on Steam and GOG as a prior owner of Doom 1 and 2, and I suspect "prior owners of Doom 1 and 2" includes an awful lot of people, so most of the people that might want this already got given it for free.
PC version is pretty rough, I feel like if more time was dedicated to the PC version there'd be a lot less nice things to say, port on PC has a lot of random crashes and mouse speed is tied to framerate, you cannot change framerate unless you use a console command, directx11 has better input latency than Vulkan which it default starts with, sound on PC for Original sountrack is very quiet and Midi (GUS) is too loud to the point of audio cracking. Skyboxes are cut off where you can see the end point, sometimes you see lines in the level geometry on a few levels, the soundtrack restarts on every respawn/load where as DOS DOOM the music never stopped playing, movement on this port is inaccurate compared to DOS for strafing, playing on keyboard isn't viable as there is no Strafe key to bind, actually most keybinds are really limited in general. PC version is just trash right now, they can fix all these issues but with 4 current and 2 older gen consoles all by companies with their own TOS of update rules getting hotfixes could take longer than it should. If you love DOOM and you are a PC player this port has potential but really just stick with another way to experience DOOM.
I wasn't sure if it was something with frame interpolation, running in Proton under Linux, or just me being too used to playing Chocolate Doom or Vanilla Doom on my retro PC at 35 FPS that the movement felt wrong. I found myself taking a lot more damage in the first few levels of Doom II compared to what usually happens when I play at the original framerate, and wondered if I was just playing too sloppily. Glad to hear and read that others are having similar issues, and I'll look into the effect of changing the framerate when I get a chance; I've only had an hour or so to play at 1440p/120Hz and haven't tried 60 Hz yet.
About 75% of Doom's soundtrack is directly lifted from popular metal song riffs of the time with a couple notes changed. Andrew clearly knew what the original song was going for!
I mean, the original MIDI soundtrack for that level(I think M27 'Monster Condo') was even more directly ripping off This Love. Hulshult's remix actually kind of deviates more from it, making it a little less of a ripoff. But yes, this was quite literally where it came from to begin with. A lot of Doom 2's soundtrack especially was ripping off popular metal songs.
Disappointed there is no option for PS1 sound effects and music. IMO the PS1's sounds and music were perfect for this game. It made the game more creepy and atmospheric as opposed to a faster paced action type.
They're all Yamaha sound chips from around the same era. PC soundcards used chips from the OPL series while the Genesis used a chip from the OPN family. To oversimplify it, the OPL/OPL2 were in many ways less capable than the OPN2 used in the Genesis, but the OPL3 was a lot more capable.
Note: At least for Doom 1 and 2's original episodes, for Preferred Soundtrack, "Original" (the SC-55 soundtrack) is seperate from MIDI Synth, and I dunno what the latter originates from.
First off…. This is VERY cool. 🌟Question though: If I install these on Nintendo Switch, do they “replace” the versions that have been available? Including on Switch? - Or does one get to have both versions playable on the system if you install it?
i feel like the point about aliasing and flicker/fizzle is kindof ... like... that's WHY we have strived for higher and higher resolutions. Multi-sampling essentially accomplishes the same goal, but instead of a nice clear picture you instead get a very blurry picture. The wall in your example is so fuzzy it barely even changes appearance as you turn, which is super weird. Playing the game in a high resolution like 1080p+ doesn't make the textures or enemies higher resolution, it just lets you see them without aliasing. That's the whole point. I feel like this entire point is missing the forest for the trees, making some weird argument for some kind of "purity" with the resolution but then literally making the case for why we DON'T play games at that resolution anymore... and on top of everything else, if your argument is ACTUALLY "I want this game to look like it did in 1993", they also didn't have anti-aliasing back then! So either way, multisampling or higher resolution, you're STILL significantly altering what the game would've looked like as expected by id software in the early 90s.
No comparison to the Unity port 5 years ago which includes split screen? That's what I was hoping for. It isn't even mentioned at all in this video. I hope there's a follow up video where you guys talk about it.
In short, -Unity version had 60FPS and 1080p max, this new version has 120FPS and 4K on console (depending what your console is capable of, Switch is still 1080p 60fps) and any resolution/Hz/Ultrawide on PC -This new version adds online multiplayer, it also still has splitscreen, and yes you can even play online while doing splitscreen -The new version combines Doom 1 and Doom 2 (plus Master Levels) into one single game install rather than 2 separate installs -The new version includes Final Doom, No Rest For The Living, and SIGIL from the getgo instead of offering them as a downloadable addons like the Unity version -This new version has 2 new official episodes added as well as a set of levels specifically designed for deathmatch -Both the unity port and this port have the same selection of featured ingame downloadable addon campaigns, but this port also adds a user uploaded mods section as well (except on Switch because Nintendo does not allow user uploaded mods). -Both the unity port and this version support motion aiming -This version has an optional remix soundtrack performed with real guitars
@@MGMan37 Wow that's a lot of info! Thanks! I was also wondering about things like acceleration and clipping and other such game engine stuff. I've heard that the new kex engine isn't compatible with old game demos, where the unity engine is compatible with old demos.
@@electricketchup It's mostly compatible with old demos but there are a couple bugs that make demos desync in certain wads. Hopefully they fix in patches.
Another Nightdive release with framepacing and input handling issues making movement feel weird... And a huge amount of bugs for which you can find a detailed list on Doomworld forums. I really hope this will be fixed in patches and not just abandoned in this state. On PC, GZDoom (or other source ports) is a better choice, with proper input handling and more features (freelook, higher res rendering, custom soundfonts, cusomizable HUD, much better automap and more).
The bug thread is mind boggling. You can't help but hear the star wars theme as you scroll through the post and see all the text fly up your screen. I hope nightdive looks at it sooner than later because they have a history of putting out only 1 or 2 patches and then bailing to work on their next game.
That, and the mod browser being an absolute shitshow with no options for filtering, searching or any hint of moderation. Not to mention it's filled with low effort crap and most uploaders don't even bother to credit the original wad authors. They really could have done it better if they cared to implement any sort of approval system.
The PC version isn't the game we used to play before because it lacks the possibility to actually play the game with keyboard only, the main and only way everyone I know played the game back in the 90s. Why can't this version be played with keyboard only? Because for some reason this version doesn't have keybindings for turning with keyboard. You can only move and strafe, but can never turn which is pretty crucial in a first person shooter.
cant believe we are in big 2024 and we still have people believing in the keyboard only myth. sure it does kinda suck you can't play keyboard only but keyboard only was never the intended way to play doom
I wasn't trying indicate that it was originally a keyboard only game, I just said it was the only method any one of us ever used in Doom, Doom 2 or any of the other variants and expansions. We even played it in LAN at our school and all the random people joining were always keyboard only players. I've only learned later on that people used other control methods for the game because of the (keyboard) bubble we lived in. Heck, we even played Quake only with keyboard for a good while.
Perhaps the reason Nintendo doesn't allow mods is because they fear you could use them to softmod the Switch. Or maybe Nintendo found out that Doom had invented the .WAD extension a long time before the Wii.
Music restarting every time you load a save is SO ANNOYING. Really like this version of the game but I'm crossing my fingers that gets fixed eventually.
This is by far my biggest complaint and it's a HUGE oversight IMO. Playing on higher difficulty levels, you need to save scum for certain sections and having the audio restart every few seconds is so obnoxious. It doesn't seem to load as instantaneously as the previous version either. It's so bad that I've muted the in-game music and have been playing IDKFA and Aubrey Hodges' Doom soundtracks via Spotify over the game.
@@David-ln8qh same here, it's so annoying. How did they manage to break what every source port for the past 25 years got right? It's especially awful on some of the difficult maps in Legacy of Rust that have you reloading a lot and you can rarely hear the tracks in their entirety because of it. And it's a damn shame because they are absolutely stellar.
16:45 - saw John Romero making this map live on twitch. He was streaming like half a year ago (or maybe more) - now I know what there levels were for :)
And if you owned Doom on Steam already... You get this game for free. And! And! They don't take away the dos version. I can't complain about this. Not for one second. I mean I probably paid $0.99 for Doom in a steam sale..
1:07 Tried to sneak that Prophet of Truth quote from Halo 2 (and it was in the trailer leading up to the release) and thought we wouldn't notice? Well guess what Jon, we did! We did notice! Brilliant intro lol.
11:07 - motion interpolation issues? These issues are present on the Xbox versions of the Unity port but unfortunately, only PS4 and Switch was covered by DF, so this was missed. (You'd think Xbox One and PS4 would have offered the same experience so it's understandable why one wasn't covered)
@@219SilverChoc That's true. It really isn't too bad on Xbox in this port. My only real gripe is the broken deadzone slider, that needlessly messes wifh your sensitivity when you lower it to something more appropriate. The default deadzone is needlessly huge, whilst lowering it robs you of a decent aiming curve for no good reason.
There's an issue with the mod menu on Switch (at least on my side). When subscribing to a mod, it just gets stuck on "download queued" and never progresses
the devs seem to be resistant to trying to fix the interp / pacing issues. they almost dont seem to be able to understand it. They also have issues with sensitivity above certain fps. You need to be more critical on ND releases just like you would for any other release, stop treating them softly.
Digital Foundry is a Nightdive simp, they just think they are the holy grail of port teams, it's really going to suck as in some cases I feel like we are being gaslit of this teams talent.
Agreed, their Quake 1 remaster on a 90Hz Steam Deck is truly awful and seeing one of their developers on Discord constantly stick his fingers in his ears and pretend nothing is wrong anytime someone mentions it is very frustrating.
Yeah the devs seem to pretend that the issue just doesn't exist. While even on their own gameplay vids you can see the input delay and interpolation issues (check their interview videos for example). Every answer from the devs is just along the lines of "well it's all fine on OUR end". Seriously I like ND releases but this sort of arrogance is just pissing me off.
Doom running with multisampling makes the art look to "modern" at the OG Resolution. You would be better off playing at higher resolutions at this point but having more options is fine. Still Good Job on The Video! :)
It was pretty much an automatic buy for me. I already love the Quake and Quake II remasters that Nightdive released. I understand that it's not a proper replacement for GZDoom, but if you want a super easy one stop shop with all your favorite Doom and Doom II content on a console, even just a one-click Steam install away, you've found your package. I can definitely confirm I noticed the odd mouse behavior when playing Doom II.
I'm surprised to see no mention of any stutter issues. Myself, a friend, and some other people on twitter have had the game stutter a bunch not sure how to recreate the issue as it comes and goes though
9:10 The flickering when moving the camera is VERY noticeable and distracting on Nintendo Switch. Really made me remove and switch back to the previous release 😢
The other music option not mentioned here, based on the Gravis Ultrasound (same as was on the Xbox 360 port) is one of my main reasons to play this one, but it currently has some terrible crackling and distortion in varying degrees.
I'm a bit puzzled why you represented PC with the Steam logo as the Doom + Doom II remaster is available on GOG as well (thankfully we didn't get the repeat of the Quake 1 remaster debacle where the remaster took months to release on GOG for an unknown reason).
@@derpstick5467 I brought it up because while Steam is the largest online PC game distribution platform it is by no means the entire PC platform. There exist platform and OS agnostic PC logos that could be used instead.
@@electricindigoball1244especially since DF seems to tout physical media, you would think they'd put gog front and center. While I don't think Steam is going anywhere soon, I want that stand alone drm free installer lol
But....but.....the sound fx issues ! Sounds cut out. Sounds are missing. I'd have expected DF to pick up on that tbh......it's such an important part of Doom. You even played 'the Focus' where the sounds are missing!! Hopefully a patch will sort it.
Yeah I noticed that the midi synth option sounds kinda fucked up sometimes, like one of the instruments is missing or something. Really surprised DF missed things like this; I inadvertently discovered this in my first 5 minutes of playing lol. Maybe I should apply for a job
The new Benchmark is not "does it run Crysis?" , but "does it run Nuts?"
Surely the question should be 'does it eat nuts for breakfast'?
that's what she said
@@originalbadboy32 This reply thread had me rolling :'D
These nuts
NUTS DOT WAD
The multithreading explanation is INSANE. Nightdive's engineers are absolute mad geniuses.
I got my 1st girlfriend in 1995 at my friends house while he was busy playing Doom, It was his sister, he should have let me play too.
At least you got something out of him leaving you to get bored out of your mind, lol.
That's metal.
@@generalcjgHis sister was better than Doom. It was hard times, back in those days, a PC good enough to run Doom costed about $3000, my parents were not well off and I couldn't afford to get one, so I was stuck at friends houses looking over their shoulders and they hardly ever let me play. I got my first console that year too, a Super Nintendo. I finally built my own PC few years later by merging 3 broken intel pentuim-2 PC''s I found in a council cleanup. Good old times.
@@maxvegas5423council?
@@Conradlovesjoy In Australia, it's when people order a street pick up of trash at the front from the city, people throw out bigger items that don't fit in normal bins, like fridges and furniture, sometimes if you were lucky, easily reparable PC desktops in the rich areas in Sydney.
Hearing John say "NUTS DOT WAD" with real legitimacy
is amazing.
It will never happen, but someone please get Nightdive to remaster 007 Nightfire.
But first ..Hexen 1 and 2 Remake!!
and base it on the gamecube version plz
@@WH250398 Never Say Never again?
@@JustAnotherGamerUS Definitely the best performing version of the three. But if I recall correctly, the Xbox version has slightly improved texturework. But who am I kidding, the game is a licensing nightmare.
& Diablo 1 for console ! Haven't had it since PS1 on console. A Nightdive remaster incorporating pc + ps1 versions plus Belzebub mod etc would make my collection complete. To me it is far superior to Diablo II
Only music request from this re-release is the PS1 soundtrack - say what you will about its fitment within Doom's original tone, but it helped craft it's own entire atmosphere for that version!
exactly what i was about to type! I wish we had the option to use the PS1 music. It was awesome and atmospheric, especially the Doom logo intro
The mod was uploaded on the first day.
What about 3DO?
Exactly my thoughts, PS1 doom theme is my favorite by far.
And haptic feedback when picking up items.
I love how a troll wad made in 2001 has become a benchmarker for the PS5.
Damnit I thought the DMX sound option was gonna play “X gon give it to ya” on repeat
WHUAAAT?!?
It won't replace numerous GZDoom projects I have installed at any given time (fan-made and commercial), but it is a great gift and a super awesome package. Another one, after Quake updates. A lot of love for id Software classics going around lately.
ah yes, quake. isnt there still like a million addons for quake that are awesome and have never come to the new version?
its a mistake that they insist on curating the mod list, when they dont have the time to do it.
at the end of the day, that is how they are prematurely killing their own product.
Yeah, man. I’m ITCHING to boot up Doom 2 RTX. 😮
ZDoom should have been the minimum mod support. It is discontinued but has pretty much everything you need for a modern mod.
There is another mod issue. You can only delete one by unsubscribing. If the mod is no longer available for everyone, you can't unsub, so it can't be deleted.
The mod browser is absolute lowest effort crap that takes no lessons whatsoever from the last 30 years of software UI development. If you look at a WAD and then back out it always takes you to Page 1 even if you were on Page 35. There are no search or filtering options to narrow down the now 50+ pages of mods.
You can delete the local cache on console or on PC, this deletes all the downloaded mods and redownloads them when you start the game. If the mod is no longer available, it won't be redownloaded.
@@MGMan37 The devs have said they're very aware the mod browser is basic and apparently there are plans to improve it, so hopefully all those issues get sorted out eventually.
Ohh boo hoo 🎻
Wait whats the problem?
Nightdive mentioned code generation as one of the reasons for the performance difference between Xbox series and PS5. I assume they mean the different C++ compilers between platforms. PS5 uses their own version of the LLVM-based Clang compiler, which is known to out-perform Microsoft's Visual C++ compiler in virtually every benchmark. In a game thats almost entirely CPU based, I wonder if that's what is making the difference in the NUTS.wad stress test shown.
Mark Cerny is a genius.
Damn but the performance difference is huge sometimes 3x in favor of ps5
@@DoritosBurgerHe is, but LLVM is developed and supported by a large number of people and companies. Apple also uses LLVM, for example.
This comment requires an English translation.
PS5 handles code better than Xbox
1:05 the deadpan delivery of “what are they to say now” made me LOL
That Halo 2 reference though.
the way you can hear him holding back laughter hahahaha
This whole video was particularly well written and delivered. You can really tell John enjoys making stuff like this.
@@myel8531No disrespect to the rest of the DF crew but if anyone needed to make this video was him. Also nice to have a small Alex cameo
Idk if that's a line from somewhere else, like a common phrase or something but in my head that was 100% a H2 reference
Every time Nightdive is doing something i´m like: What is this magic!?
It's WitchCraft!
They R an absolute gem.
Everything they do is A-mazing ❤
Now where is my Heretic/Hexen remaster Nightdive?
I wish they had done the Half-Life "remaster". I thought it was awesome but it was lacking in a few places, it definitely could've used a resolution scaler like Doom + Doom II has.
@@psychedeliccarrie5921Why? it's very solid
“The ghost of Perfect Dark laughs in the distance.” Lolol 😂
I only have one thing left on my DOOM port wishlist now, and that's the PS1 version. Or at least, its atmospheric lighting, animated fire skies and Aubrey Hodges' soundtrack.
There IS a PS1 port! Psydoom 👍🏻🤙🏻
@@nickxcom On console I mean.
@@FreakZoneGames haha I gotcha! There are WADs on there of the psx maps but I'm not actually sure what changes have been done with lighting OR music lol
Im not one for kicking a dead horse but this rerelease is absolutely welcome, they didnt change a few things just to milk money out of consumers but instead gave us a whole new package with tons of new content and QOL features, im glad ID is still respecting their past and not completely spitting on it ahem (Rockstar)
Especially when it’s free on Game Pass. Doesn’t get better than that
And they got rid of Unity, that's always a plus nowadays.👍
@@matthewnikitas8905 It's either free or on Game Pass. "Free on Game Pass" is an oxymoron.
@@matthewnikitas8905that’s not how free works.
@@jaspelino1963 Included with the subscription I meant
Some important things to know is that some Boom features aren't working as intended. Some Vanilla limitations and Vanilla behavior are being enforce when their not supposed to, which can ruin how a map is supposed to be experienced, or can even break them. This happens on PC, not sure about consoles.
I’m playing on PlayStation 5 and the original midi music is so low that at times I can’t even hear it. It also doesn’t loop correctly. Also the pickup items sound effects are incredibly low. I haven’t seen anyone talk about these problems and was expecting digital foundry to mention them. Has no one else noticed these issues?
@@Phreno_Xeno I’ve always had 3d audio off
Lots of people have mentioned the audio volume/mixing issues, and yes, it's unfortunate John didn't mention it himself as the issues are not isolated.
Dude I have been experiencing the same sorta thing with Quake 2 Remaster on PC since last year and hardly anyone talks about it...though I tried hard to find if there's a solution. Even in Quake 2...the music doesn't lop properly, to fix it I have to quit the game and reload my save. And cinematics are waaaay to soft. Must be a Nightdive thing. Come on Nightdive!
The Original Music option is WAY to low. No matter what you can barely hear it..... why was there no mention of this?? All the rest sound perfectly fine...
I’ve been saying the same thing. It’s like 15 decibels lower than the ps4 version and pretty much any other game. It’s driving me a little crazy. lol.
Not only that but the remixed music is too loud. There’s no way to get satisfyingly loud sound effects unless you turn the music down to absurdity and it never sounds right.
@@StudlyMcSexfire yeah. I was looking forward to Digital foundrys video on this release, I guess they didn't really analyze this port
So it's NOT just me and nobody has been pointing it out for some reason lol. At least it's fixable by adjusting the audio levels in the game settings.
@@ShadowMan64572 yeah but lower the other sound settings. It's annoying. Kinda blows my mind that digital foundry didn't notice it...
An extremely important thing to note is that aiming sensitivity is affected by the frame rate! Playing at frame rates above 60fps, such as 120fps or 165fps will have significantly slower turning than playing at 60fps would. I'm not sure if this bug is on consoles, but it's very much a thing on PC. I'm hoping that this gets patched soon. It hinders what would otherwise be an amazing port!
What's weird is the Quake 2 remaster has the opposite bug, where higher framerates gives you a higher sensitivity, but only gyro aiming is affected
Sounds pretty unplayable! Only issue in consoles is that the thumbstick deadzone slider is broken. You either have to tolerate a needlessly large deadzone (making a percentage of the degrees of motion unresponsive) *or* you can lower the deadzone to something more appropriate but for some reason the sensitivity curve flattens and you end up going from 0 to 100 the moment the stick detects movement. Frustrating when trying to tackle things like Eviternity!
Thanks for your comment, as I was wondering if this was just in my head. Anecdotally I also noticed my mouse movement being much more responsive at 60 fps vs 120 fps. I'm wondering now if I should even try 30 fps. Still happy for this version of the game as it made trying out mods super simple and convenient so I might actually try some now.
changing vulkan to dx11 seems to fix the aiming sensitivity. Although, I still prefer gzdoom over this version.
@@systemofadown1986 Sadly, that doesn't fix the issue for me. I've tested the game at various frame rates with both DX11 and Vulkan, and while switching to DX11 does get rid of the remaster's input delay, it does not fix the issue of mouse sensitivity being tied to frame rate.
The mouse turning feels weird because the mouse sensitivity scales with current framerate. Oops.
Other than that if you really want to see the weird interpolation in action then revisit Nightdive's Quake 1 release and play it on a 90 Hz monitor.
Objects are not moving linearly across interpolated frames but speed up and then slow down in a cyclic pattern. This is where the judder is coming from.
The cyclic pattern depends on the framerate.
Essentially the further most nightdive games get from an integer multiple of the game's original framerate, the worse it gets. So Doom, originally 35 FPS would have no interpolation issues at 70 fps, 105 fps. or 140 fps, but at 120 it's a bit off. Quake remaster at 90 fps is the worst case since internally the remaster version sets its original framerate at 60.
To best see it in Quake, turn off view bobbing, and record a clip of just strafing left and right, then play back the video frame by frame.
Quake 2 remaster is an exception because it is relying on Quake 2's code to handle the framerate rather than Kex Engine's interpolation.
I hope you can make a video diving deep into it, because then it might actually motivate Nightdive to fix it.
Yeah it's pretty unplayable for me because my aim jumps around completely the wrong direction at times Completely ruining experience with mouse.
Nightdive is supposed to be the king of remasters but the more I learn the more it seems like they're not as good as lead to believe.
@@executable3 we are being gaslit into thinking they are the best
@@gvulture1277it’s one oversight dude, and the guy literally clarified it’s not in the quake 2 remaster
doom is a strictly keyboard experience anyways
"are you the one from DF?" 06:31 😆
Fitting the “DMX” music goes WAAAY harder 🔥
RIP
“To live, is to suffer. To survive, well… that’s to find meaning in the suffering.”
Another issue with the mod system right now- which John sort of inadvertently demonstrates here- is that it's very easy to upload other people's work without attribution.
Obviously, that's always going to be a potential problem, and there is a "report mod" function. I hope over time we see that there is at least *some* moderation being done. We see in the video though, John mentions downloading Sigil II with the digital soundtrack- something that is not actually meant to be available with the free version of Sigil II. The version of Sigil II that currently appears at the top of "Most Subscribed" (which I assume was uploaded by Romero Games themselves) also does not include the digital soundtrack.
I don't mean to be overdramatic, this is hardly the end of the world or anything. But it demonstrates the potential for abuse with a system as wide open as this one- especially on console platforms.
Yeah it's mind boggling to me that they didn't even care to implement any moderation or approval system, with people uploading commercial wads like the Sigil soundtracks. It feels to me like it was done last minute and rushed out the door. I even saw users uploading whole other games like Heretic or Hexen which obviously don't work, but the fact that something like this is possible at all is a huge red flag. I wonder what Romero would have to say about this release.
kinda like it though, gives a true to original doom wild westieness to it
The full SIGIL soundtrack is only available in The Beast Box. Which I had. I kept the .wad for it that contains the music.
Otherwise you just get the midi version.
Zero Master defeated nuts.wad via TAS years ago. It took him literally days to beat it. He said it was the worst experience of his life.
14:18 that is TOTALLY This Love by Pantera lol
I thought I was losing it when I got motion sickness in a few minutes playing this port after playing so much of other versions. Thank you, Alex, for confirming the mouse weirdness.
I got it watching this video. WTF?!
That intro got me LOCKED IN. Never change, John!
Still waiting for the PSX version with its lighting and soundtrack... 😢
was also thinking they should add the colored-lighting from the psx version
Theres a PC port of psx doom called psydoom
Best home version I’ve ever played, aside from the 32X of course
There are several WADs out there you could use with GZDoom to do that
@@matthewnikitas8905 😂
Two things I found with the PC version: first was when you rotate the camera the skyboxes seem to bend out of shape. This was especially noticeable by standing on the armor pedestal at the start of E1M1 in the original Doom. Second, there seems to be more input lag than source ports. Firing the shotgun definitely feels delayed.
The sky rendering is how it was in the original, the intent seemed to be so that vertically everything stays aligned as you turn. As for the weapons most of doom's weapons have a firing delay built in. Try the chaingun, which has no firing delay, to see.
For the input lag, try turning off vsync and using the command cl_enginehz 60 and cl_enginefps 60. That fixed it for me, unfortunately Nigthdive seem to be pretending the issue doesn't exist so it's unlikely they'll be fixing it
I switched to software rendering and turned vsync off, fixed all my input lag
@@Epyo I thought the Kex port only had software rendering. That's what was said in the video.
I personally would liked Id/Nightdive to have added Aubrey Hodges music for DOOM 1 to give that PS1 DOOM vibe.
I'm so happy they added co-op back to these games, it's so much fun.
I'm surprised to learn that this uses software rendering considering how GZDoom manages to look pretty faithful when configured right under openGL.
Probably required more work and It has it's advantages like being able tp easily play it on future hardware cause you only have emulate the CPU.
Also, GZDoom even when configured properly isn't a perfect match, as any DOOM purist can tell you. You can probably go ask Marphy Black or something for more details, but for instance I'm pretty sure the well-known fuzz effect on Spectres and Partially Invisible things just cannot be emulated in GZDoom; you can only get something that sort of looks like it. It _is_ possible to do it with a shader like as seen in DSDA-Doom, but I don't know if anyone's done that for GZDoom.
I imagine it's much easier to match the original renderer by, actually using it rather than trying to recreate it from scratch.
PS5 performance is NUTS
Pretty typical that the Xbox as always suffers in the performance department... Honestly pretty sad..
@@gman3563 Wasn't it that the Xbox is pretty close to PC, so they don't have the optimize it as much? But the PS5 is different enough so they do have to focus on optimizing it better? Thankfully patches tend to come to Xbox versions of games later that fix them at least. Obviously it won't matter here with this game, it's Doom and a game from the early/mid 90s, and the NUTS mod was not meant to be a serious FPS check. All systems run it the same everywhere else in the game.
The game is extremely old. Remaster or not. Doom runs even on a toaster now. Of course the damn ps5 will handle it.
@@adriantrusca1245 Maybe watch the video first...
@@EarthboundXthey literally run on the exact same hardware at different clock speeds
The separation of Romero and Carmack is one of the great tragedies of gaming history
There is definitely something strange going on with the mouse in the PC version, I tried it yesterday and it just felt wrong.
I managed to fix it by disabling vsync and using the commands cl_engineHZ 60 and cl_engineFPS 60. See if it helps for you
I heard that gsync interferes with it for some reason too
Sucks that you can't play co-op on any downloaded mod on consoles.
What also sucks is that the mod browser doesn't have a search function. Trying to find certain mods on it by slowly flipping through page after page is getting a little tedious.
For all the music settings that are available... still no Aubrey Hodges soundtrack?
Aubrey 😄
@@bombjack1984 Stupid autocorrect. Thanks for the heads-up.
This is why we love Digital Foundry! ❤
If Linneman gives this his approval, then it's an instant buy!
True! But it's free ;-)
I got it for free on Steam and GOG as a prior owner of Doom 1 and 2, and I suspect "prior owners of Doom 1 and 2" includes an awful lot of people, so most of the people that might want this already got given it for free.
Got it free on PS5
Yeah funny how that works. And he's not even a game reviewer exactly. I just trust his taste!
@@rizzo-films True! In the modern gaming era, trust is something that is more valuable than ever!
glad that is free for old port owners
PC version is pretty rough, I feel like if more time was dedicated to the PC version there'd be a lot less nice things to say, port on PC has a lot of random crashes and mouse speed is tied to framerate, you cannot change framerate unless you use a console command, directx11 has better input latency than Vulkan which it default starts with, sound on PC for Original sountrack is very quiet and Midi (GUS) is too loud to the point of audio cracking. Skyboxes are cut off where you can see the end point, sometimes you see lines in the level geometry on a few levels, the soundtrack restarts on every respawn/load where as DOS DOOM the music never stopped playing, movement on this port is inaccurate compared to DOS for strafing, playing on keyboard isn't viable as there is no Strafe key to bind, actually most keybinds are really limited in general.
PC version is just trash right now, they can fix all these issues but with 4 current and 2 older gen consoles all by companies with their own TOS of update rules getting hotfixes could take longer than it should. If you love DOOM and you are a PC player this port has potential but really just stick with another way to experience DOOM.
I wasn't sure if it was something with frame interpolation, running in Proton under Linux, or just me being too used to playing Chocolate Doom or Vanilla Doom on my retro PC at 35 FPS that the movement felt wrong. I found myself taking a lot more damage in the first few levels of Doom II compared to what usually happens when I play at the original framerate, and wondered if I was just playing too sloppily. Glad to hear and read that others are having similar issues, and I'll look into the effect of changing the framerate when I get a chance; I've only had an hour or so to play at 1440p/120Hz and haven't tried 60 Hz yet.
I noticed the movement issue. It feels like you have more momentum than the original version.
Instead of saying, "Can it run Crysis?", gamers should ask graphics card makers, "Can it run nuts.wad"
That'd be a weird question since og doom is supposed to be all cpu, like the video indicates.
Anyone else hearing This Love by Pantera at around 14:05
I just posted the same without seeing your comment.
About 75% of Doom's soundtrack is directly lifted from popular metal song riffs of the time with a couple notes changed. Andrew clearly knew what the original song was going for!
I mean, the original MIDI soundtrack for that level(I think M27 'Monster Condo') was even more directly ripping off This Love. Hulshult's remix actually kind of deviates more from it, making it a little less of a ripoff. But yes, this was quite literally where it came from to begin with. A lot of Doom 2's soundtrack especially was ripping off popular metal songs.
The track is called "Waiting For Romero To Play" for anyone else looking and yeah it really does sound like Pantera.
Disappointed there is no option for PS1 sound effects and music. IMO the PS1's sounds and music were perfect for this game. It made the game more creepy and atmospheric as opposed to a faster paced action type.
you forgot no 5.1 support
16:20 sounds a bit like the Sega Genesis soundchip, which made me even more curious how the original soundtrack would sound.
They're all Yamaha sound chips from around the same era. PC soundcards used chips from the OPL series while the Genesis used a chip from the OPN family. To oversimplify it, the OPL/OPL2 were in many ways less capable than the OPN2 used in the Genesis, but the OPL3 was a lot more capable.
Nuts has always been the perfect PC benchmark tool.
Haven't played the remastered Doom and Doom 2 yet, but Legacy of Rust is spectacular!
Not really, there's still issues that have been in multiple ports.
0:29 The sheer fact of watching this made my PC freeze
I live for John's passionate videos. Never change.
Not gonna lie I at first had no idea where you were going with the Mount Everest thing but I will admit I was eager to find out haha.
Note: At least for Doom 1 and 2's original episodes, for Preferred Soundtrack, "Original" (the SC-55 soundtrack) is seperate from MIDI Synth, and I dunno what the latter originates from.
THANK YOU for pointing out the weird PC mouse movement!!
Try changing the renderer from Vulkan to D3D11.
First off…. This is VERY cool.
🌟Question though: If I install these on Nintendo Switch, do they “replace” the versions that have been available? Including on Switch? - Or does one get to have both versions playable on the system if you install it?
you get to have both, the old ones are delisted for new purchases however
@@mathimatisk That… is sick. 🌟🤘
Especially since this new version is on the KEX engine which they used for Doom64 on Switch which is also amazing!
I only bought Doom II on switch, got the new release for free.
So basicly the first game for free!!!
For me it was the other way around. Great success! 🙌
John made this far more entertaining than I expected, which I should have expected.
i feel like the point about aliasing and flicker/fizzle is kindof ... like... that's WHY we have strived for higher and higher resolutions. Multi-sampling essentially accomplishes the same goal, but instead of a nice clear picture you instead get a very blurry picture. The wall in your example is so fuzzy it barely even changes appearance as you turn, which is super weird.
Playing the game in a high resolution like 1080p+ doesn't make the textures or enemies higher resolution, it just lets you see them without aliasing. That's the whole point.
I feel like this entire point is missing the forest for the trees, making some weird argument for some kind of "purity" with the resolution but then literally making the case for why we DON'T play games at that resolution anymore... and on top of everything else, if your argument is ACTUALLY "I want this game to look like it did in 1993", they also didn't have anti-aliasing back then! So either way, multisampling or higher resolution, you're STILL significantly altering what the game would've looked like as expected by id software in the early 90s.
Now I need Night Dive to remaster Unreal Tournament 99 with 4k 120hz + multiplayer support.
I wanted the PlayStation versions soundtrack
No comparison to the Unity port 5 years ago which includes split screen? That's what I was hoping for. It isn't even mentioned at all in this video. I hope there's a follow up video where you guys talk about it.
In short,
-Unity version had 60FPS and 1080p max, this new version has 120FPS and 4K on console (depending what your console is capable of, Switch is still 1080p 60fps) and any resolution/Hz/Ultrawide on PC
-This new version adds online multiplayer, it also still has splitscreen, and yes you can even play online while doing splitscreen
-The new version combines Doom 1 and Doom 2 (plus Master Levels) into one single game install rather than 2 separate installs
-The new version includes Final Doom, No Rest For The Living, and SIGIL from the getgo instead of offering them as a downloadable addons like the Unity version
-This new version has 2 new official episodes added as well as a set of levels specifically designed for deathmatch
-Both the unity port and this port have the same selection of featured ingame downloadable addon campaigns, but this port also adds a user uploaded mods section as well (except on Switch because Nintendo does not allow user uploaded mods).
-Both the unity port and this version support motion aiming
-This version has an optional remix soundtrack performed with real guitars
@@MGMan37 Wow that's a lot of info! Thanks!
I was also wondering about things like acceleration and clipping and other such game engine stuff. I've heard that the new kex engine isn't compatible with old game demos, where the unity engine is compatible with old demos.
@@electricketchup It's mostly compatible with old demos but there are a couple bugs that make demos desync in certain wads. Hopefully they fix in patches.
Another Nightdive release with framepacing and input handling issues making movement feel weird... And a huge amount of bugs for which you can find a detailed list on Doomworld forums. I really hope this will be fixed in patches and not just abandoned in this state. On PC, GZDoom (or other source ports) is a better choice, with proper input handling and more features (freelook, higher res rendering, custom soundfonts, cusomizable HUD, much better automap and more).
The bug thread is mind boggling. You can't help but hear the star wars theme as you scroll through the post and see all the text fly up your screen. I hope nightdive looks at it sooner than later because they have a history of putting out only 1 or 2 patches and then bailing to work on their next game.
Controller feel on GZDOOM is atrocious. The acceleration is horrid and no smoothing whatsoever.
@@papayer Who plays with a controller on PC though ? Not the majority for sure
That, and the mod browser being an absolute shitshow with no options for filtering, searching or any hint of moderation. Not to mention it's filled with low effort crap and most uploaders don't even bother to credit the original wad authors. They really could have done it better if they cared to implement any sort of approval system.
@@youp1tralala i don't either i must say but still that's no excuse
Perfect intro and first half of the video!
In the FAQ on the slayers club they confirmed only featured mods on switch are due to platform policies
Which is odd since Switch is the least censored platform apart from PC.
@@Bajso84 regarding this game?
@@Z-Mikes00 In general, compared with PS and Xbox since last generation.
@@Bajso84 ya Nintendo doesn't do censorship as much with 3rd party games
@@Z-Mikes00 Its probably an eshop policy thing, they want extra content to go through there.
Alex totally sounds like Hal from MGS2 here
The PC version isn't the game we used to play before because it lacks the possibility to actually play the game with keyboard only, the main and only way everyone I know played the game back in the 90s. Why can't this version be played with keyboard only? Because for some reason this version doesn't have keybindings for turning with keyboard. You can only move and strafe, but can never turn which is pretty crucial in a first person shooter.
i swear i used an analog ball mouse as a kid for this game although it didn't control like a modern game
cant believe we are in big 2024 and we still have people believing in the keyboard only myth. sure it does kinda suck you can't play keyboard only but keyboard only was never the intended way to play doom
I wasn't trying indicate that it was originally a keyboard only game, I just said it was the only method any one of us ever used in Doom, Doom 2 or any of the other variants and expansions. We even played it in LAN at our school and all the random people joining were always keyboard only players. I've only learned later on that people used other control methods for the game because of the (keyboard) bubble we lived in.
Heck, we even played Quake only with keyboard for a good while.
@@phinori ohh i got you i just thought my memory was bad
Perhaps the reason Nintendo doesn't allow mods is because they fear you could use them to softmod the Switch.
Or maybe Nintendo found out that Doom had invented the .WAD extension a long time before the Wii.
My only problem is that the og soundtrack is quiet compared to all the other sounds making it feel weird and quiet
Exactly, what is up with that. Quite annoying
@@gregjones2472 yeah kinda strange that they wouldn’t fix it
Music restarting every time you load a save is SO ANNOYING. Really like this version of the game but I'm crossing my fingers that gets fixed eventually.
This is by far my biggest complaint and it's a HUGE oversight IMO. Playing on higher difficulty levels, you need to save scum for certain sections and having the audio restart every few seconds is so obnoxious. It doesn't seem to load as instantaneously as the previous version either.
It's so bad that I've muted the in-game music and have been playing IDKFA and Aubrey Hodges' Doom soundtracks via Spotify over the game.
@@David-ln8qh same here, it's so annoying. How did they manage to break what every source port for the past 25 years got right? It's especially awful on some of the difficult maps in Legacy of Rust that have you reloading a lot and you can rarely hear the tracks in their entirety because of it. And it's a damn shame because they are absolutely stellar.
Next step "Wolfenstein 3d - collection" with level editor?
I not said no for "Blood"
16:45 - saw John Romero making this map live on twitch. He was streaming like half a year ago (or maybe more) - now I know what there levels were for :)
And if you owned Doom on Steam already... You get this game for free. And! And! They don't take away the dos version. I can't complain about this. Not for one second.
I mean I probably paid $0.99 for Doom in a steam sale..
1:07 Tried to sneak that Prophet of Truth quote from Halo 2 (and it was in the trailer leading up to the release) and thought we wouldn't notice?
Well guess what Jon, we did! We did notice!
Brilliant intro lol.
I love that game so much
I thought of that too but I doubt it was intended
@@TheJayson8899 This is Jon we're talking about here, it was 100% intended and I love him for it.
The music slaps, good pick!
What's the music track ?
Begone bot!
@@AlphaladZXA But I ain't a bot I'm curious to the music used in the video that's all.
@Shrikster not you those template names having those numbers at the end in that way with the girl in a bikini is usually bots
@@LeanneLeroy-ou7ob i love Legacy of Rust's soundtrack. check out The Shores of Heaven
11:07 - motion interpolation issues? These issues are present on the Xbox versions of the Unity port but unfortunately, only PS4 and Switch was covered by DF, so this was missed.
(You'd think Xbox One and PS4 would have offered the same experience so it's understandable why one wasn't covered)
Yeah, the issues in this port are way less noticable than the Unity one on my Series S.
@@219SilverChoc That's true. It really isn't too bad on Xbox in this port. My only real gripe is the broken deadzone slider, that needlessly messes wifh your sensitivity when you lower it to something more appropriate. The default deadzone is needlessly huge, whilst lowering it robs you of a decent aiming curve for no good reason.
Fuck my ears with silky smooth gelatin, this new soundtrack sounds AMAZING!!!! I NEED IT ON LP🔥🔥🔥🔥
i laughed way too hard at the DMX sound option :D
There's an issue with the mod menu on Switch (at least on my side). When subscribing to a mod, it just gets stuck on "download queued" and never progresses
the devs seem to be resistant to trying to fix the interp / pacing issues. they almost dont seem to be able to understand it. They also have issues with sensitivity above certain fps. You need to be more critical on ND releases just like you would for any other release, stop treating them softly.
Digital Foundry is a Nightdive simp, they just think they are the holy grail of port teams, it's really going to suck as in some cases I feel like we are being gaslit of this teams talent.
@@gvulture1277actually this issue was raised in Digital Foundry Direct. It will probably be patched.
Agreed, their Quake 1 remaster on a 90Hz Steam Deck is truly awful and seeing one of their developers on Discord constantly stick his fingers in his ears and pretend nothing is wrong anytime someone mentions it is very frustrating.
@@gvulture1277 There's room for criticism but there's also projecting.
Yeah the devs seem to pretend that the issue just doesn't exist. While even on their own gameplay vids you can see the input delay and interpolation issues (check their interview videos for example). Every answer from the devs is just along the lines of "well it's all fine on OUR end". Seriously I like ND releases but this sort of arrogance is just pissing me off.
DMX sound?!
It’s Dark and Hell is hot…😏😎
Doom running with multisampling makes the art look to "modern" at the OG Resolution. You would be better off playing at higher resolutions at this point but having more options is fine. Still Good Job on The Video! :)
It was pretty much an automatic buy for me. I already love the Quake and Quake II remasters that Nightdive released. I understand that it's not a proper replacement for GZDoom, but if you want a super easy one stop shop with all your favorite Doom and Doom II content on a console, even just a one-click Steam install away, you've found your package. I can definitely confirm I noticed the odd mouse behavior when playing Doom II.
This port is absolutly nuts
There was a problem retrieving mod details. Does anyone else get this message while trying to subscribe to a mod on Xbox x?
I'm surprised to see no mention of any stutter issues. Myself, a friend, and some other people on twitter have had the game stutter a bunch
not sure how to recreate the issue as it comes and goes though
I have it on the switch i saw it this morning and it was free
For some reason Alex sounds like an AI version of himself in this video.
9:10 The flickering when moving the camera is VERY noticeable and distracting on Nintendo Switch. Really made me remove and switch back to the previous release 😢
I dont find it that bad, and it is *way* worse in the previous release. I just did a comparison.
I just want a Quake 3 remaster bruh
3:47 What? There is a Sigil 2?
Yeah
The other music option not mentioned here, based on the Gravis Ultrasound (same as was on the Xbox 360 port) is one of my main reasons to play this one, but it currently has some terrible crackling and distortion in varying degrees.
Yeah. There's alota issues with the music and for some reason Digital foundry ignored it
I'm a bit puzzled why you represented PC with the Steam logo as the Doom + Doom II remaster is available on GOG as well (thankfully we didn't get the repeat of the Quake 1 remaster debacle where the remaster took months to release on GOG for an unknown reason).
@@electricindigoball1244 because steam is more well known than GoG? At least to some normies who might see this, I’m puzzled why you’d bring that up.
@@derpstick5467because Steam is a digital store not a platform.
@@derpstick5467 I brought it up because while Steam is the largest online PC game distribution platform it is by no means the entire PC platform. There exist platform and OS agnostic PC logos that could be used instead.
@@electricindigoball1244especially since DF seems to tout physical media, you would think they'd put gog front and center. While I don't think Steam is going anywhere soon, I want that stand alone drm free installer lol
@@electricindigoball1244 pfft and this is why the word nitpick exists.
also once agian, thanks for the sound/music shout-out, such a vital part of the experience
Voxel doom would have been a cool thing to implement officially for this remaster
No. I know some people like the look of it, but I dont.
Make it toggleable
Chainsaw a cacodemon and run inside it as it dies with voxel Doom.
Any reason as to why the original soundtrack option is MUCH quieter than the remix option? This is the case with all games in this version.
But....but.....the sound fx issues ! Sounds cut out. Sounds are missing. I'd have expected DF to pick up on that tbh......it's such an important part of Doom.
You even played 'the Focus' where the sounds are missing!!
Hopefully a patch will sort it.
Yeah I noticed that the midi synth option sounds kinda fucked up sometimes, like one of the instruments is missing or something. Really surprised DF missed things like this; I inadvertently discovered this in my first 5 minutes of playing lol. Maybe I should apply for a job
DF seems to be way too busy and had to rush this one which is a shame
The FM Synth: DMX gave me goosebumps.