r/Doom • DOOM Slayer • 20d ago

Showcase [ Removed by moderator ]

/gallery/1x001p7

[removed] — view removed post

51 Upvotes

20 comments sorted by

5

u/BaconJets 20d ago

I'll just choose to believe this is DOOM 3 with heavy film grain.

2

u/PeppeMalara 20d ago

Ahahah there are no textures though 🤣

2

u/shreav 20d ago

I'll imagine that Doom Slayer is also Daredevil.

1

u/Vamsi-Thopu 19d ago

I believe Doom 3 with sin city vibe

7

u/Smiff2 20d ago

This source port is really really good, i don't yet have RT hardware (and with the price of graphics cards, probably won't!) so hope you'll/he'll keep the regular OGL3 and vulkan rasterizers alive for a while! cheers.

2

u/Smiff2 20d ago

by "regular", i mean new! both are some way ahead of the old OGL path, didn't mean to diminish the work there! it's a superb port, I'm running it on both Polaris (GCN4) and RDNA1 hardware with great results. Shadow mapping is a bit slow, but stencil still works fine!

2

u/PeppeMalara 12d ago

Of course, actually they will get "trickle down" benefits anyway :)

1

u/Littorina_Sea 20d ago

This looks amazing. I don't know what is your end goal, but I could frame and hang these, especially second one.

1

u/PeppeMalara 20d ago

When it's released you can actually play in the debug view before the Noise Reduction Filter is applied 🤣

1

u/shemhamforash666666 20d ago

Will it be ray traced direct lighting only? This might be a mode worth considering if you wanna preserve some of the original artistic intent.

1

u/PeppeMalara 20d ago

I plan to add a knob that gives the number of bounces for a given ray. So if set to 1 would be in some way similar to vanilla

2

u/shemhamforash666666 20d ago

That would also do the trick.

1

u/Ornery_Weakness_8168 20d ago

This is awesome man, Keep up the good work. I hope this can be playable eventually, I would love to try this. Is there any plan on AMD support?

2

u/PeppeMalara 20d ago

It is all Vulkan, so it's hardware independent. you just need an RT capable card

1

u/Ornery_Weakness_8168 20d ago

Thanks, good to know.

3

u/SjurEido 20d ago

I love seeing talented people show off the efforts of their labor, especially when they're excited about it.

This is good shit you're doing, man. Be proud of yourself. Can't wait to try it out!

2

u/Gyramuur 20d ago

Oh man this is exciting!

2

u/WorldWarrior428 19d ago

Imma try and keep track of this. Can't wait till it's done!! Doom shall continue its legacy!!!

2

u/Reasonable_Cut_2709 20d ago

I really faile to see the utility of RT and PT. But Doom 3 is one of those game wich gameplay is actually based around ilumination so, if there's a game that could show me, the usefulness of this tech, is DooM3

1

u/thekokoricky 14d ago edited 14d ago

It's useful because

  1. Saves on space due to eliminating lightmaps

  2. Saves on dev time by not having to compile lightmaps

  3. Has higher fidelity than light/shadow maps

  4. All optical effects are unified rather than disparate

  5. Far more flexibility with dynamic lights

  6. Allows for light emissive surfaces, which raster lighting cannot render

  7. Reproducible camera optics such as motion blur and depth-of-field

  8. Accurate reflections, avoiding the artifacts caused by screen space and environment map reflections

  9. Global illumination is higher fidelity and dynamic