Is This Even Real?
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Is This Even Real?
I always thought that for this stuff engine must be fully 3D, not even 2.5D...
Also is this from author of RTX for "Serious Sam" & "Half-Life"?
Also is this from author of RTX for "Serious Sam" & "Half-Life"?
Last edited by RastaManGames on Sat Apr 02, 2022 4:26 am, edited 1 time in total.
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Re: Is This Even Real?
Real enough to have a GitHub page:
https://github.com/sultim-t/prboom-plus-rt/
I haven't bothered to test it since my eleven-year-old laptop cannot do Vulkan, so let's not even bother talking about RTX.
https://github.com/sultim-t/prboom-plus-rt/
I haven't bothered to test it since my eleven-year-old laptop cannot do Vulkan, so let's not even bother talking about RTX.
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Re: Is This Even Real?
With my poor & old GTX-970 I can't test it out either...
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Re: Is This Even Real?
IMO that lighting being demonstrated here is totally ridiculous. So it may be real, but it's certainly not good.
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Re: Is This Even Real?
Agreed - it's totally over the top: unrealistic to the point of total distraction. With any luck it's a proof of concept demo and a "sane" version might be possible.
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Re: Is This Even Real?
I feel this is the type of stuff Romero would find "rad, bro!"
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Re: Is This Even Real?
Indeed. It also has some godawful, super strong bloom. (Why can't people use the good methods of doing bloom, at a subtle intensity? :( )Graf Zahl wrote:IMO that lighting being demonstrated here is totally ridiculous. So it may be real, but it's certainly not good.
And it's using a library that converts fixed-function GL1 to raytraced Vulkan. So it's presumably constantly regenerating the whole level's raytracing structures, which sure ain't a good use of GPU power. (The library's page mentions using low sample count per pixel combined with (presumably heavy) denoising, which seems to agree with that assessment)
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Re: Is This Even Real?
You can ALREaDY have something similar and better looking with reshade RTGI shader. It is a good step though. Just need to relight the whole level to make it better looking.
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Re: Is This Even Real?
Yeah, for the purpose of demonstration it can make sense to exaggerate the effects, but for actual gameplay it should be toned down to relative subtlety. Doom levels were built around their limitations, including the simplistic sector lighting system. There's a balance to strike between bringing in enhancements to the rendering and preserving the original look.Enjay wrote:Agreed - it's totally over the top: unrealistic to the point of total distraction. With any luck it's a proof of concept demo and a "sane" version might be possible.
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Re: Is This Even Real?
Everything buys if it contains raytracing, it's an absolutely cool technology to have but it's just another tool. There are tons of games that look good without it. It would have been much better off for the devs to add raytracing to the games that were built around more realistic environments and models like battlefied, far cry, doom eternal and others. Now if we want to remake classic doom we'd need to rework everything from the scratch like levels, models, animation, behavior and this is what requires an organized effort on a modern engine like unreal or crytek.
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Re: Is This Even Real?
1. I'm surprised it took this long. It should just be a matter of dumping the level into enough of a regular mesh that the RT engine has enough data to work with, I dunno how much mesh data GZDoom holds in memory at any given time though.
2. I honestly assume the main reason it exists is literally because "RTX doom" is such a silly idea in the first place, not really for any genuine belief it looks better. (I mean... I would hope. It DID come out on april 1 after all)
I'm mostly interested in raytraced shadows myself (not for doom...), being free from the tyranny of shadow mapping is a very enticing prospect.
2. I honestly assume the main reason it exists is literally because "RTX doom" is such a silly idea in the first place, not really for any genuine belief it looks better. (I mean... I would hope. It DID come out on april 1 after all)
I'm mostly interested in raytraced shadows myself (not for doom...), being free from the tyranny of shadow mapping is a very enticing prospect.
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Re: Is This Even Real?
I see it as a coincidence with a 20-year cycle of shadow tech gratuity fascination.
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Re: Is This Even Real?
I thought it was pretty cool actually, yeah the bloom is pretty rubbish but there are some pretty cool moments to be had, shooting zombiemen in the dark with the chaingun with only the muzzleflash lighting up the room and casting shadows is pretty cool to see. The player even casts a shadow and your hud weapon also can...Sort of self shadow.
There are definitely nice screenshot moments for sure.
The problem with the reshade RTGI shader is you can see the effects through sprites
There are definitely nice screenshot moments for sure.
The problem with the reshade RTGI shader is you can see the effects through sprites
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Re: Is This Even Real?
I've been playing through this today. Don't worry, you can disable bloom. Honestly I think it looks pretty good for the most part. The green glow from the barrels is a bit much, but it shouldn't be to hard to fix that with a mod I think. The only real issue is with the reflections, they update kinda slowly, leaving a kind of smearing effect in reflective surfaces. In a few years time, stuff like this will look near perfect I think. It's early days, but ray tracing is absolutely the future!
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Re: Is This Even Real?
Any chance you could break this down for me? I'm having a hell of a time getting RTGI working in DOOM II... can't seem to get any depth, and google's not being very helpful.Valken wrote:You can ALREaDY have something similar and better looking with reshade RTGI shader. It is a good step though. Just need to relight the whole level to make it better looking.