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icecoldduke

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Everything posted by icecoldduke

  1. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    I got the performance increased in the build by quite a bit, the 3080 and 2060 now run at 70fps!
  2. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    *removed video*.
  3. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    This is not using the precompiled light maps :) The lighting you see in the videos is all realtime raytracing. Again, all lighting in these videos is real time.
  4. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    Inverted UV issue fixed in Alpha 2.1, just go to the Alpha 2 link and download latest. https://github.com/jmarshall23/QuakeRTX/releases/tag/Alpha0.02
  5. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    I added new build, all the levels work and most of the UI works.
  6. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    I do have the reflection turned up for testing, the next build will have mostly fixed UI, sorry that it didn't make it into this build, it will be in the next build.
  7. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    Yeah the sky does look pretty cool(even though that's completely unintentional). Thank you for your support :). Just curious what did you think about the rest of the build?
  8. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    I updated the binaries re-download the build it should work now :), remember to run run.bat.
  9. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    I have updated the OP post, I released a one level raytracing demo for those that want to try it out!
  10. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    Here's Quake 1, I moved over the raytracing code I wrote in Hexen 2 to Quake 1.
  11. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    I got real time ray traced reflections working.
  12. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    Some people have been asking about performance. On my 3080 FE, the raytracing takes 6.2 ms and the compute shader that does the blur takes 0.4ms.
  13. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    I got raytraced soft shadows to work.
  14. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    Fixed Model UV's
  15. I thought this news was pretty cool, Command and Conquer and Red Alert are going to be open source on June 5th along side the release of the remaster. https://www.neowin.net/news/tiberian-dawn-and-red-alert-will-be-partially-open-sourced-alongside-remaster-launch
  16. You can make unique assets in a external modeling program if that's what you want :/. Hell you can even make a python script in blender or Maya that auto generates unique pipes for you.
  17. Hey, For a unrelated project I needed to have a test bed for some new feature work, and build was actually the best usecase for that work. So I added vulkan and d3d12 support to Polymer. I only plan on getting it close to feature parity to the original Polymer bits. It's almost there, I just need to fix the sky, color palette/sector shading stuff and a few other things. Alpha 1 release + Video is a few posts down, here's a quick link: https://www.doomworld.com/forum/post/2132038 Source Code: https://github.com/jmarshall23/PolymerDX12
  18. icecoldduke

    VoidSW and Duke3D - Vulkan Support

    Please before trying PolymerVK, update your drivers to the latest version. Users have reported a soft lock issue with the March 2020 Nvidia drivers, that is fixed with the latest nvidia driver.
  19. icecoldduke

    VoidSW and Duke3D - Vulkan Support

    I've posted a alpha build for PolymerVulkan for VoidSW, for anyone that's wants to try it out. Please read the build notes, I'm looking for performance and stability feedback if possible. Download: https://github.com/jmarshall23/PolymerDX12/releases/tag/VoidSWAlpha1 Video:
  20. The light rigs in the environment were placed very very wrong. I made a youtube serious on proper light placement in idTech 4 along with a "nospec" fix so you could place fill lights in the game. I'll say this again, Doom 3 had the worst light rigs of any game of that time period. You supposed to place primary lights around with fill lights with spec disabled, to fake light bounce, they didn't do that. But that's a conversation for a different thread :)
  21. No offence but I think this is terrible advice :). You need to storyboard out your idea first. You need to come up with your art style next. Then you can create a grey box environment, make sure you play through that, and make sure that feels fun. Then once the fun is found, and the layout is to your liking, then you do the set dressing. It sucks when you've built this crazy level, only to realize the design is terrible.
  22. icecoldduke

    VoidSW and Duke3D - Vulkan Support

    I did a quick performance comparison between Polymer Vulkan and Polymost OpenGL. I also added quite a bit of new functionality, including transparent water. Ion Fury no longer crashes the vulkan renderer. Polymost is now used for Occlusion(which speeds things up quite a bit).
  23. Then you shouldn't be working on pipes :) Pipes and such are part of the set dressing which is what you do after the layout is done.
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