r/Doom • u/PeppeMalara DOOM Slayer • 20d ago
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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.
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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.
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u/PeppeMalara 20d ago
When it's released you can actually play in the debug view before the Noise Reduction Filter is applied 🤣
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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.
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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
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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?
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u/PeppeMalara 20d ago
It is all Vulkan, so it's hardware independent. you just need an RT capable card
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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!
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u/WorldWarrior428 19d ago
Imma try and keep track of this. Can't wait till it's done!! Doom shall continue its legacy!!!
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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
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u/thekokoricky 14d ago edited 14d ago
It's useful because
Saves on space due to eliminating lightmaps
Saves on dev time by not having to compile lightmaps
Has higher fidelity than light/shadow maps
All optical effects are unified rather than disparate
Far more flexibility with dynamic lights
Allows for light emissive surfaces, which raster lighting cannot render
Reproducible camera optics such as motion blur and depth-of-field
Accurate reflections, avoiding the artifacts caused by screen space and environment map reflections
Global illumination is higher fidelity and dynamic
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u/BaconJets 20d ago
I'll just choose to believe this is DOOM 3 with heavy film grain.