You can't compare a game like DOOM Eternal to Daggerfall / DFU. Whereas all the game data in DOOM is ready for use, that's not the case in DFU, the terrain is generated on the fly, once that is done, the nature stuff gets added (placement is also generated on the fly) and the heavier those models are (3d models vs flat billboard meshes), the slower the whole process gets. Add to that, the fact that DFU is still in Alpha so there's a lot of optimisation waiting to be done in the Beta phase.Allerka wrote: ↑Sat Jun 13, 2020 12:33 am I mean, if VMBlast has optimized it as much as possible, then I suspect it's more due to limitations with Unity. Like I said above, even with all the mods enabled, DFU isn't fully utilizing my GPU and CPU, but the framerate sucks anyway when I'm using Trees of Daggerfall or Realtime Reflections, even with nothing else on, and no amount of option-tweaking helps. Meanwhile I can run a game like Doom Eternal, which I'm fairly certain is far more graphically intensive than DFU , at max settings, where it's using 100% of my GPU the whole time and still giving me 80-100 FPS. Simply put, I seriously doubt the problem is hardware-related (at least in my case, anyway).
Apart from that, DOOM was made by a team of professionals who get to spend at least 8 hours a day on stuff and optimise it to high hell. They worked extensively on their rendering pipeline to make certain things possible.
If you have enough RAM, you can try creating a RAM disk in memory and putting all of DFU + mods on it. RAM disks are faster than SSDs so that way you can minimise the time DFU spends loading in stuff but other than that, I think you'll have to wait until optimisations are made. The amount of nature flats that gets loaded in is ridiculous.
The newer version of Unity that DFU will switch to later this year might improve things too but that remains to be seen. Otherwise it might help to look at DFU as a new Crysis-like benchmark