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Senor Cacodemon

Doom Rtx is insane!

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Definitely one of those situations where it's cool that it exists and somebody did it, but it just doesn't look very good imo. No disrepect to the team behind it of course, I doubt it's at all possible to make this sort of thing look great, it's just too radical of a revision to Doom's look. Neat project though.

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On 4/15/2022 at 12:23 PM, Senor Cacodemon said:

that would be cool
Its only prboom though

Believe it or not, but it actually can he done by using the DeHacked version of Smooth Doom, plus perkisian's (Hopefully I wrote it right) Hi-Res Doom sounds (which btw works with Chocolate Doom) and maybe with an SC-55 soundfont or the Hi-Res Music packs for Chocolate Doom we could get better music overall (Idk if the port supports FluidSynth though)

:-)

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On 4/27/2022 at 9:43 AM, Lol 6 said:

Idk if the port supports FluidSynth though

It supports .ogg music

 

Also no problem with dehacked

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It is insane, absolutely insane how someone can make a game darker than Doom 3 and blurrier than a farsighted chipmunk on Mercury.

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9 minutes ago, Gibbon said:

It is insane, absolutely insane how someone can make a game darker than Doom 3 and blurrier than a farsighted chipmunk on Mercury.

You need to load a map with light sources and emissives configured, otherwise there will be no actual light to trace. Out of the box, only Doom E1 has this.

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1 minute ago, Edward850 said:

You need to load a map with light sources and emissives configured, otherwise there will be no actual light to trace. Out of the box, only Doom E1 has this.

Even E1 looks too dark, it doesn't seem to respect the map brightness level and just rolls off into pitch black.

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2 minutes ago, Gibbon said:

Even E1 looks too dark, it doesn't seem to respect the map brightness level and just rolls off into pitch black.

It doesn't use map brightness, it uses light sources and emissives. Sector lighting is useless for ray tracing as it has no source, direction or physical properties. But I played it and I could see perfectly fine, so I think it's just some kind of weird problem on your end.

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1 minute ago, Edward850 said:

It doesn't use map brightness, it uses light sources and emissives. Sector lighting is useless for ray tracing as it has no source, direction or physical properties.

Then they need to figure out a way to bounce more light to avoid those awful looking voids of darkness, it just looks crap.

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On 4/15/2022 at 8:39 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.

This is called astigmatism and I get this when I remove my glasses :D

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On 4/14/2022 at 11:06 PM, Wavy said:

This is more of curiosity than anything. Implementing these modern lighting and rendering engines into primitive 3D games like Doom don't work well at all personally.

 

Honestly, I would've preferred Doom 3 RTX. That's a Doom game that would benefit from raytracing a lot more.

I 100% agree. Doom 64 with RTX, now that could be potentially cool, but if I wanted to have Doom look good, then PSX Doom with 64 textures would do the job honestly.

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I think there's alot of old men yelling at clouds in this thread. I think it looks great. IDK if I'd run it on a serious wad, but if I was playing through something easy for the atmosphere, like Doom 1, I think I'd give it a go. It looks really cool. And people without rtx cards don't understand the effect that live lighting has on the experience - even with cartoonish graphics, it makes things feel much, much more visceral for some reason. There were points in Quake 2 RTX where it felt like I was playing IRL, despite the terrible graphics of Quake 2.

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27 minutes ago, Kute said:

I think there's alot of old men yelling at clouds in this thread. I think it looks great. IDK if I'd run it on a serious wad, but if I was playing through something easy for the atmosphere, like Doom 1, I think I'd give it a go. It looks really cool. And people without rtx cards don't understand the effect that live lighting has on the experience - even with cartoonish graphics, it makes things feel much, much more visceral for some reason. There were points in Quake 2 RTX where it felt like I was playing IRL, despite the terrible graphics of Quake 2.

Not old men, but people who actually appreciate and respect the way Doom is, without trying to change it into something a 10 year old will enjoy.  That's what Minecraft RTX is for.

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1 hour ago, Gibbon said:

Not old men, but people who actually appreciate and respect the way Doom is, without trying to change it into something a 10 year old will enjoy.  That's what Minecraft RTX is for.

You're not making any sense. Why would more advanced, foreboding lighting be childish? At least be rational.

 

I'm glad this mod exists. I'm definitely going to give it a try at some point. Like I said, RTX done right really adds to a game's immersion.

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Haha this looks like shit. it's like one of those modded RTX mario things, it just looks like ass.

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2 hours ago, Kute said:

I think there's alot of old men yelling at clouds in this thread. I think it looks great. IDK if I'd run it on a serious wad, but if I was playing through something easy for the atmosphere, like Doom 1, I think I'd give it a go. It looks really cool. And people without rtx cards don't understand the effect that live lighting has on the experience - even with cartoonish graphics, it makes things feel much, much more visceral for some reason. There were points in Quake 2 RTX where it felt like I was playing IRL, despite the terrible graphics of Quake 2.

zoomer here. you're wrong. this thing looks like ass. doom's graphics are all simple polygons and sprites. it's like shining a light into a paper diorama. it just looks flat and dark. the older vector based lighting works with doom much better.

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22 minutes ago, Kute said:

You're not making any sense. Why would more advanced, foreboding lighting be childish? At least be rational.

 

I'm glad this mod exists. I'm definitely going to give it a try at some point. Like I said, RTX done right really adds to a game's immersion.

It may be advanced but it looks like utter shit.  Does your room look like this when there’s only one source of light?

 

Yes it is good that people are doing stuff like this, but what is childish is being all “oh yeah great this old ugly game is getting poor quality raytracing, excellent!”.  What you’re missing the point of is that most Doomers actually like the way Doom looks..  without this.

 

Being the most advanced doesn’t mean being the best.

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1 hour ago, Kute said:

You're not making any sense. Why would more advanced, foreboding lighting be childish? At least be rational.

 

I'm glad this mod exists. I'm definitely going to give it a try at some point. Like I said, RTX done right really adds to a game's immersion.

 

52 minutes ago, Gibbon said:

It may be advanced but it looks like utter shit.  Does your room look like this when there’s only one source of light?

 

Yes it is good that people are doing stuff like this, but what is childish is being all “oh yeah great this old ugly game is getting poor quality raytracing, excellent!”.  What you’re missing the point of is that most Doomers actually like the way Doom looks..  without this.

 

Being the most advanced doesn’t mean being the best.

This reads like the ''GZDoom graphics make the game too modern visually'' argument, except now its raytracing.

 

Same answer still applies. It works in certain area's. More often than not it does not match because Doom isn't built for that kind of raytracing.

 

Still, when it works, it will go the distance looking good.

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19 hours ago, Redneckerz said:

 

This reads like the ''GZDoom graphics make the game too modern visually'' argument, except now its raytracing.

 

Same answer still applies. It works in certain area's. More often than not it does not match because Doom isn't built for that kind of raytracing.

 

Still, when it works, it will go the distance looking good.

Seems like a different thing to me. This isn't changing Doom's look. It's just adding foreboding, cool lighting. I wouldn't use it in any wad essentially, because the busyness would be annoying in the mayhem of a Doom fight. But something on the easy side, like playing through Doom 1 again? I think it could add a real fun dimension to the playthrough. As I've said a million times, it adds something super visceral to the feel of a game to have live lighting. Quake 2 RTX really hit me a few times.

Edited by Kute

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20 hours ago, Gibbon said:

It may be advanced but it looks like utter shit.  Does your room look like this when there’s only one source of light?

 

Yes it is good that people are doing stuff like this, but what is childish is being all “oh yeah great this old ugly game is getting poor quality raytracing, excellent!”.  What you’re missing the point of is that most Doomers actually like the way Doom looks..  without this.

 

Being the most advanced doesn’t mean being the best.

 Nobody is saying Doom is this old ugly game. When did I say that? You can tell the argument is in irrational territory when people are defensive like this. I don't play with any beauty mods, or sprite mods, or anything like that.

 

But I'm glad this exists. For the reasons I've given.

 

 

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The problem here is not using raytracing but using it poorly.

What this thing amply shows is that raytracing alone does not provide good lighting. What I totally miss in this tech demo is light refractions creating an ambient light level. Since that is too expensive to calculate it must be added by other means. Real light is far more complex than these idealized approaches will ever be able to achieve.

 

So, ultimately, when done right, raytracing will add to more conventional means of lighting a scene - not entirely replace it.

If you don't believe me - switch on a light bulb and witness that it doesn't cast these harsh shadows where full brightness and total darkness are right next to each other. What you'll see is that even around a few corners you will still get some light - the closer they are to the light source the more you will get.

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Doom 3 had a similar lighting "problem" where the lights were super limited to illuminating everything in their immediate range and everything else was pitch black. 

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6 hours ago, Kute said:

Seems like a different thing to me. This isn't changing Doom's look. It's just adding foreboding, cool lighting.

Highlighting the bolded. Adding the raytraced lighting changes Doom's look defacto. Lighting plays a tremendous part in any scene, whether it be in photography or virtual in Doom.

 

Like i said there are parts where RT lighting works out brilliantly and it gives hell an extra layer of gritty. This is helped by the fact that the original version has a lot of light fixtures in that specific scene. But areas where originally not much data is there, gets absolutely demolished in RT.

 

Traps relying on sector light/shadows get ruined aswell by the introduction of RT.

 

If anything, the one thing that is most consistently good looking is the imp fireball and all the light/shadow work that casts.

 

The biggest issue with RT lighting and Doom is that it is immediately noticeable. Actual natural lighting/shadowing/shading is all about being unnoticeable to the point where it feels.... well... natural.

 

6 hours ago, Graf Zahl said:

So, ultimately, when done right, raytracing will add to more conventional means of lighting a scene - not entirely replace it.

If you don't believe me - switch on a light bulb and witness that it doesn't cast these harsh shadows where full brightness and total darkness are right next to each other. What you'll see is that even around a few corners you will still get some light - the closer they are to the light source the more you will get.

Bounced lighting is one of those pillars into getting natural overall lighting. The effect has to be subtle. I believe Metro Exodus Enhanced Edition does it well:

 

I6ZC5gy.png

 

Still one of the better application of RT - The non-Enhanced version of Exodus already had rather superior lighting, but the Enhanced Edition goes ever further.

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Okay so I want to thank RTX doom. As someone who maps for GZDoom mainly, looking at all the weird lighting filled me with inspiration and ideas on how I can use GZDoom Colored lighting in maps. I think it will help me make better maps on normal, not RTX Doom. For that, I want to thank RTX Doom, the people who made RTX Doom. And the people who made videos playing with RTX Doom.

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I wonder if the original poster made this thread and expected anything besides everyone saying that the raytracing looks like complete shit.

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On 4/21/2022 at 3:51 AM, Dexiaz said:

 

This is awesome. The potential is definitely there if fine tuned. Some neat moments here like the 2 candles on the floor in the pitch dark room with the shadows of the hellknights creeping in.

 

 

 

The PSXDoom vibe makes it work even better. Im pretty sure that's how Carmack and co imagined Doom back in 93.

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There's stuff in DOOM RTX that looks phenomenal to me, and frankly I love the mismatched low-fidelity retro visuals with high definition effects applied look. I thought Octopath Traveler looked fantastic as well.

 

I do think that the game is simply nowhere near being optimized for RTX. There's numerous places where there should be light sources but aren't, because sector lighting just doesn't need them. But the lighting itself looks brilliant and I love what it does for the game, it's an incredible "tech demo" for what RTX does even in a game that has no business having those effects applied.

 

It's actually inspired me and I kindof want to make a DOOM 1 WAD of my own now, but with the light sources for the RTX source port in mind. Is that even possible?

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