Grimham
[H]ard|Gawd
- Joined
- Jul 20, 2004
- Messages
- 1,613
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Direct links so you don't need to give WCCF Tech any clicks:
https://github.com/sultim-t/prboom-plus-rt/releases (NVIDIA only at the moment)
This is real ray tracing, not some kind of pixel shader. Unfortunately that means it doesn't work well for the majority of maps due to the low number of local light sources. Most of the lighting in doom is baked into the textures.
Read your username as DoomKey and thought you commenting was appropriate.That music gives me a chubby.
That shotgun sound brings back memories...makes me want to reach for the arrow keys and start weaving around.
Yeah, there were a few attempts at this which crawled out of the woodwork last year to appear on the tech news radar, obviously under development for a while. It does look pretty good.it's april fools i'm not sure what to think or not ask me tomorrow
Edit: oh no wait it's real, neat
Direct links so you don't need to give WCCF Tech any clicks:
https://github.com/sultim-t/prboom-plus-rt/releases (NVIDIA only at the moment)
This is real ray tracing, not some kind of pixel shader. Unfortunately that means it doesn't work well for the majority of maps due to the low number of local light sources. Most of the lighting in doom is baked into the textures.
You need a card that supports the Vulkan NVIDIA ray tracing extensions.Does this need a ray tracing capable graphics card or will any GPU do?
I want a new (good) Thief game. Raytracing would be amazing for that game style.Pretty cool that they made RT work this well with a mostly sprite-based game.
What I'm really waiting for though is proper raytraced Quake 1
I thought most modern real-time ray trace implementations already do secondary bounce light? You mean like global illumination right?0 bounce light = 0 interest
guess we're still a ways away from RT delivering on that one
There is 2-bounce turned on for spherical light sources, by default. You can back it down to 1-bounce, expand it to all light sources, or turn it off.0 bounce light = 0 interest
guess we're still a ways away from RT delivering on that one
sure, but in the video and screenshots it looks like 0-bounces pretty much throughout. maybe it's an aesthetic decision, for sure it's very taxing on systems doing multiple bounces for every light sourceI thought most modern real-time ray trace implementations already do secondary bounce light? You mean like global illumination right?
not yetdid they ever do RTX Quake 1?
Whoever owns the rights should just release a proper reboot on steam for 10 bucks.I tried the raytraced version - not a fan. I appreciate and enjoy the work done as a graphics wonk, but as far as the actual game, it just doesn't work IMO.
It could if someone went back through all the levels and added appropriate light sourcing for ray tracing vs sector lighting. Ton of work, and I suspect, someone will do it.
Dunno, I kinda feel just enjoy what it was designed to be.
Microsoft does through Bethesda. I don't think they'd be interested. Quake II RTX was just a fan-made mod that was fine-tuned by NVIDIA. id had nothing to do with that release aside from the original source code. If anything, I'd think this mod would be picked up and officially endorsed like the Quake II mod was.Whoever owns the rights should just release a proper reboot on steam for 10 bucks.
I use DLSS performance on my 3090 to get as close as possible to averaging 175 fps for my monitors refresh rate. Usually stays around 150 fps at 3440x1440. Pretty hilarious for a game so old.
I thought they did something like that or was that Q2?did they ever do RTX Quake 1?
That was Quake 2. There's no natively raytraced engine for Q1 that I'm aware ofI thought they did something like that or was that Q2?
It looks fine with internal rendering set to 1920x1080. You can also get the DLSS DLL on the releases page to enable that.
The game with RTX is 50% amazeballs and 50% hot mess, which is really what I'd expect. Grafting on true 3-d lighting models for a sprite-based and sector-lit 2.5D game... it will vary.lol at the sprite at 8:38 which gets different lighting depending on how you look at it. neat either way
this isn't RTX? says so in the title but also looks like your darkplaces descriptionThere's no natively raytraced engine for Q1 that I'm aware of
I've gotten some ok results combining the Darkplaces Q1 engine with lots of ReShade but ReShade RT is screenspace and only does "second bounce" type GI (ie no emissive lighting).
Here's to hoping Q1 gets the RTX treatment next.
this isn't RTX? says so in the title but also looks like your darkplaces description