I did a Ray Tracing shader mainly vibe coding it but it works.
The shader doesnt need a modified engine to work, just a simple .pk3 file.
It is very laggy and im trying to optimize it as possible.
Here is an image: https://imgur.com/a/ogfbhBa
Ray Tracing shader
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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ImStupid
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Reisal
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Re: Ray Tracing shader
Vibe coding is why it is performing poorly..
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Enjay
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Re: Ray Tracing shader
Do you know that for sure, or are you just making a statement about AI?
Either way, pointing to ImStupid to actual (or potential) constructive fixes/improvements would be more helpful than what you posted.
Either way, pointing to ImStupid to actual (or potential) constructive fixes/improvements would be more helpful than what you posted.
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edward850
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Re: Ray Tracing shader
Yes, and it's very much the problem with vibe coding anything. If you have no knowledge of what you have written, you will have no knowledge of how to fix its problems that it will create as demonstrated right now, because as a Markov chain it has no knowledge of anything it has actually done. By consequence, using AI is ultimately why it's poorly performing.
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Enjay
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Re: Ray Tracing shader
I'd contend that, without seeing the code, no one can say that for sure. Yes, vibe coding makes it much more likely, I'm not disputing that, but we don't know what ImStupid's code looks like or what the AI suggested. I'm also not suggesting that learning how to do it yourself without the crutch of AI isn't better.
However, simply assuming that the code is bad because it has AI involvement and posting "Vibe coding is why it is performing poorly" seems as much a "political" statement as anything. If it's not, then at best it's merely a guess/assumption and doesn't offer up any tangible help.
But the real problem is, it's essentially a "git gud n00b" post. That's not very friendly and we can do better than that.
@ImStupid, if you do want help with your shader, then posting it for people to look at is pretty much essential. If you are happy to continue on your own, that's cool too.
However, simply assuming that the code is bad because it has AI involvement and posting "Vibe coding is why it is performing poorly" seems as much a "political" statement as anything. If it's not, then at best it's merely a guess/assumption and doesn't offer up any tangible help.
But the real problem is, it's essentially a "git gud n00b" post. That's not very friendly and we can do better than that.
@ImStupid, if you do want help with your shader, then posting it for people to look at is pretty much essential. If you are happy to continue on your own, that's cool too.
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ImStupid
- Posts: 3
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- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: Ray Tracing shader
edward850 wrote:
> [quote=Enjay post_id=1267300 time=1784284879 user_id=16]
> Do you know that for sure
> [/quote]
> Yes, and it's very much the problem with vibe coding anything. If you have
> no knowledge of what you have written, you will have no knowledge of how to
> fix its problems that it will create as demonstrated right now, because as
> a Markov chain it has no knowledge of anything it has actually done. By
> consequence, using AI is ultimately why it's poorly performing.
Actually the code uses many different optimization, obviuosly AI could have introduced some bugs and errors that lowered perfomance, but the code itself is optimized pretty well. The performance issues are mostly caused by UZDoom lacking many shader features. Im still working on it and trying to find further optimizations to make it playable at decent framerates.
> [quote=Enjay post_id=1267300 time=1784284879 user_id=16]
> Do you know that for sure
> [/quote]
> Yes, and it's very much the problem with vibe coding anything. If you have
> no knowledge of what you have written, you will have no knowledge of how to
> fix its problems that it will create as demonstrated right now, because as
> a Markov chain it has no knowledge of anything it has actually done. By
> consequence, using AI is ultimately why it's poorly performing.
Actually the code uses many different optimization, obviuosly AI could have introduced some bugs and errors that lowered perfomance, but the code itself is optimized pretty well. The performance issues are mostly caused by UZDoom lacking many shader features. Im still working on it and trying to find further optimizations to make it playable at decent framerates.
Last edited by ImStupid on Sun Jul 19, 2026 12:43 pm, edited 1 time in total.
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ImStupid
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Re: Ray Tracing shader
Enjay wrote:
> @ImStupid, if you do want help with your shader, then posting it for people
> to look at is pretty much essential. If you are happy to continue on your
> own, that's cool too.
I would like to try my best on my own for now. When the project becomes more stable and is no longer a complete mess to work on, I will post it, see what people suggest, and keep updating and fixing the shader/mod.
> @ImStupid, if you do want help with your shader, then posting it for people
> to look at is pretty much essential. If you are happy to continue on your
> own, that's cool too.
I would like to try my best on my own for now. When the project becomes more stable and is no longer a complete mess to work on, I will post it, see what people suggest, and keep updating and fixing the shader/mod.