Affects the presence, quality, and depth of lighting in a given scene.
On Low, lighting is present in only the most basic form throughout this scene; on Medium, we see added lights most noticeably on the left and right lower sections of the room, and on and around the table and candles in the center of the room, marking a dramatic difference in image quality. Increasing the setting to High sees much more sophisticated lighting in place, whereas Ultra sees no definitive difference except in the top left corner of the screen, where the panels seem to benefit from richer and more realistic lights.
The benchmark shows Lights Quality has a definitive, significant impact on performance, but only to minimum FPS and only at the High and UItra settings. If you can help it at all, keep it at Ultra; otherwise, Medium is a decent compromise, while Low should serve as a last resort.
Controls the amount of shadows and their depth in a given scene.
Much like with Lights Quality, this setting features very basic shadows at Low, much more depth at Medium, yet more at High, and virtually no difference at Ultra. If you look very closely at the Ultra screenshot versus the High screenshot, you can see a small amount of added shadowing around the top left corner of the scene, and slightly more precise shadows cast off the bones on the left section of the scene, among other changes.
The benchmark reveals this setting has a massive performance impact, but only when moving from the Low setting to any other setting. Ultra is recommended for the welcome depth it adds to scenes, but if you're willing to give that up for a huge performance boost, Low is your ticket.
Affects the presence of advanced shadows on Doomguy's arm and gun.
The benchmark shows a surprisingly major overall impact to performance, largely due to the difference in minimum FPS when enabling or disabling this setting. For such a minor quality change and such a huge performance boost, it's strongly recommended you turn this setting off if you need the extra frames.
Directional Occlusion Quality
This setting affects the richness of shadows and lighting much like Ambient Occlusion, but aims to offer even more visually.
In Doom, Directional Occlusion Quality is only truly noticeable when shifting from the Off setting to the Low setting (at which point the scene is much richer for the more realistic shadows); there are differences between the others, but they're so very minor they're barely worth noting.
In line with the visual differences, testing reveals only disabling this setting has any performance impact. It makes such a large difference in the depth of a scene that High is strongly recommended, but if you're desperate, turn it off.
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- Page 1 [Introduction, Testing Setup, & System Requirements]
- Page 2 [Window Mode, Resolution, Anti-Aliasing, & Motion Blur]
- Page 3 [Chromatic Aberration, Field of View, Overall Quality, & Resolution Scale]
- Page 4 [Lights, Shadows, Player Self-Shadow, & Directional Quality]
- Page 5 [Decal Quality, Decal Filtering, Virtual Texturing Page Size, & Reflections Quality]
- Page 6 [Particles Quality, Compute Shaders, Motion Blur Quality, & Depth of Field]
- Page 7 [Depth of Field Anti-Aliasing, HDR Bloom, Lens Flare, & Lens Dirt]
- Page 8 [Rendering Mode, Sharpening Amount, Film Grain, UI Opacity, & Final Thoughts]
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