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Senor Cacodemon

Doom Rtx is insane!

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8 minutes ago, Daytime Waitress said:

This is where my brain has trouble with it. It's definitely neat from a technical perspective, even in the here and now, and for what it can/could lead to in the future. But you've got these complex (but as @Graf Zahl pointed out, not fully utilised) technical lighting processes juxtaposed with sprites composed of a handful of animations and my brain just has a fit trying to mesh the two together as a consistent thematic whole because it just plain can't.

 

Even if you concede that OG Doom is old and ugly, you can't deny that the palette choices and the animations and the geometry all work in harmony.

 

This just physically causes me confusion.

 

Agreed. It's technically impressive but weird. It's like watching an oddly lit puppet show where the puppets are just cardboard cutouts. Who are trying to murder you.

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1 hour ago, Frost-Core said:

Yeah, if  i had an RTX Card :(

Actually it can run on a GTX 1060 and above. Check GPUInfo if your card supports the required Vulkan extension. (VK_KHR_Raytracing)

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2 hours ago, Daytime Waitress said:

Even if you concede that OG Doom is old and ugly, you can't deny that the palette choices and the animations and the geometry all work in harmony.

 

Eh, I would not say DooM's art direction is all that harmonic. Sure, monsters look good but textures can be a mishmash of clashing styles.

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It's definitely over the top, but I like how it looks quite a bit. Doesn't have the 'vaseline' look people throw around to describe such things, it's just crazy lighting, not shiny surfaces. I put up a quick video playing the first map from each episode. E2M1 is my favorite with the pitch black plasma secret room

Ling put up a tweet of it looking good in REKKR which I want to try

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I saw the appeal for Quake II but this isn't for me. Still, cant knock the effort.

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31 minutes ago, Telemassacre said:

doom rtx + smoothdoom + hd doom sfx + hd doom music

 

Now all we need to add to that is HDoom and you have the best Doom experience ever.

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It looks way more consistent with the original Doom graphics when everything is rendered at 320x200. You can get a special build of prBoom for this.

 

https://github.com/FluffyQuack/prboom-plus-rt/releases/tag/v1.0.2-320x200

 

QnkpRO1.png

 

MBauRjL.png

 

I think this is basically what I asked for back in the Doom PBR textures thread when commenting on how jarring the HD ultra smooth lighting reflections looked when used on the game assets. Felt like I was the only one in the world complaining about how jarring the juxtaposition felt, but I think these results really speak for themselves in how validating it looks.

 

Now, would also be interesting to see the lighting processed with some type of color reduction/palettization (and perhaps some dithering) to make the RTX lighting look closer in quality to the way the engine handles the original faked lighting.

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31 minutes ago, lazygecko said:

It looks way more consistent with the original Doom graphics when everything is rendered at 320x200. You can get a special build of prBoom for this.

 

 

Talking about the worst of both worlds... :D:D:D

 

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That reminds me, is this build demo-compatible? 

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Has there been a really good application of RTX besides Control? Usually it's either so subtle you hardly notice it, or it's...this.

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I might just be getting old but I think this looks a lot worse than the original. It just doesn't fit into a game that's been around a few decades. 

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Looks sort of okay-ish when just looking at the screens but an absolute eyesore when seeing it in motion. Must be an absolute blast playing Deathmatch with this I reckon. 

 

In the state that this is currently in I'd take oldschool gradient lightning over this any day. 

 

In a fully realized state however I can see it having some potential for horror style wads. 

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8 hours ago, OniriA said:

In a fully realized state however I can see it having some potential for horror style wads. 

That's exactly what I thought lol, but for now it can only play DOOM.wad

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On 4/15/2022 at 2:39 AM, TheUltimateDoomer666 said:

That last screenshot with the excessive glow on the green ooze reminds me of the mid- to late-2000s when the trend was to drench everything in bloom.

 

P4ycLI7.png

 

You can barely even see any texture detail in this part of the screenshot. It's just a giant featureless smear of green.

 

Ross Scott's thoughts on this: (Rant starts at 1:48 if timestamped link doesn't work)

 

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Has anyone been able to get this to work with Brutal Doom? 

 

I posted this over at r/Doom, no reply yet: 

 

Hi everyone, I'm trying to get the latest RT PRBOOM to work with Brutal Doom, I can run PRBOOM no problem following the instruction here:

 

https://github.com/sultim-t/prboom-plus-rt/releases

 

But, if I try to use prboom-plus.exe as the source port in ZDL (3.2.2.2)

 

It presents this error and CTD:

1619283396_BrutalDoomRTPRBOOMerror.JPG.8a65116aff7fd6af7170acaa9ac06eef.JPG

 

I'm not sure if it's an external file in ZDL that is causing the conflict or if there is some fundamental incompatibility between the source port, here's how ZDL is currently configured:

1720701206_BrutalDoomRTPRBOOMZDLConfig.JPG.e45affcd0e1e5256023329f16a002e55.JPG

 

 

I ran a search engine query on this before creating this post and came back with nothing. Any help greatly appreciated!

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@vulcan78
Brutal Doom won't work with prBoom, it's a (g)zdoom mod in the first place. Sorry, you're out of luck pal.

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I reckon custom made wads built specifically for ray tracing has potential. Lots of unique encounters and appealing scenery can be created.

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Why does it look so wet? With the amount of reflections on every single wall, it just ends up looking like Satan's dishwasher, these maps somehow end up looking less believable and realistic than they did back in '93.

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That's pretty standard for such graphical "upgrades", because the fact that you're doing this to Doom in the first place means you don't really have artistry or taste, so everything looks like it's been oiled up like a porn star to show off the "badass" reflections.

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I can see potential for it, but it needs to be toned down and tuned to work with Doom's visuals rather than be saturated on top of it. 

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On 4/15/2022 at 2:33 PM, lazygecko said:

It looks way more consistent with the original Doom graphics when everything is rendered at 320x200. You can get a special build of prBoom for this.

 

https://github.com/FluffyQuack/prboom-plus-rt/releases/tag/v1.0.2-320x200

 

QnkpRO1.png

 

MBauRjL.png

 

I think this is basically what I asked for back in the Doom PBR textures thread when commenting on how jarring the HD ultra smooth lighting reflections looked when used on the game assets. Felt like I was the only one in the world complaining about how jarring the juxtaposition felt, but I think these results really speak for themselves in how validating it looks.

 

Now, would also be interesting to see the lighting processed with some type of color reduction/palettization (and perhaps some dithering) to make the RTX lighting look closer in quality to the way the engine handles the original faked lighting.

This right here is an aesthetic. Reminds me of some late 90s games that would have bump mapping and real-time lighting running at sub 1024x768 resolutions.

 

As for raytracing in Doom, this post right here ⬇️

On 4/15/2022 at 5:14 PM, Loud Silence said:

Tenebrae Doom - More Colorz Edition.

hits the nail on the head for me. All the screenshots and footage I've seen remind me of when Tenebrae first dropped, and shiny, over bloomed lighting hit Quake. I remember being impressed at the time, but in retrospect, it was pretty garish! Ironically, a 2.5D FPS with pre-rendered sprites and textures like Radix might look better running raytracing tech.

 

On that note, while I don't think raytracing is the right fit for Doom, I'd love to see this tech used to bring old pre-rendered visuals to life. Imagine something like Donkey Kong Country with real-time graphics, or a playable version of those old POVray renders that used to be all the rage back in the 90s and early 2000s! There's a lot of potential here for uncanny visuals, as long as it's paired with the right lofi visual aesthetic.

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