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“Can it run Doom” will never be the same, thanks to new ray-tracing mod

arstechnica.com

21–30 of 125 posts

Re: “Can it run Doom” will never be the same, thanks to new ray-tracing mod

#22
post #11

From looking at the trailer, some of the scenes kind of seem 'worse' from an art perspective. Not sure how to put it, kind of like when a cartoon includes some live-action art / 3D model or just cheap CGI in general, just feels 'off'. Still, great job by the devs.

Yeah, a bit like sticking the newest, biggest, fanciest engine you can find in the 30 year old car in your garage without any doing further modifications as part of it. Sure, the engine itself is impressive... but the car as a whole is now so unbalanced and hacked together it is worse off than before you messed with it.

Well, I certainly applaud anyone wanting to raytrace doom, but take it from this old code monkey, I've spent my entire adult life in dm-1, and a program like this one can do more harm than good.

If you only develop one part of your renderer (and that's all a single exercise like raytracing is going to do for you), you're setting yourself up for artefacts down the road. I've seen it a hundred times.

It's like putting a powerful engine in a stock Toyota Tercel. What will you accomplish? You'll blow out the drive train, the clutch, the transmission, etc., because those factory parts aren't designed to handle the power of an engine much more powerful than the factory installed engine.

Raytracing basically only renders the shadows and to some extent, transparency. What you really want to do is redevelop your entire graphical pipeline, all the major visual assets (models, textures, uv maps, particles, rigging and animation) at the same time, over the course of a release. And don't forget your level design!

I'm proud of you guys wanting to do this. Three cheers! Falling in love with raytracing, rendering, etc., is one of the greatest things you can do for yourself. And you WILL fall in love with it if you can just force yourself to stick with it a year or two and experience the amazing progress you'll make.

But do it right, okay?

My advice, find a good project, with qualified developers who will assign issues to you (especially in the beginning, until you get the hang of it yourself) and guide you in your quest for sick graphics. Thirty to 45 hours a week, eleven months a year, is all you'll ever need to do (I refuse to believe anyone is so busy that he or she cannot make time for that, especially considering how important it is).

And don't worry about being embarrassed or not having dependencies installed the first time you clone the repo. You have to start somewhere and almost every one of us were there ourselves at one time. So no one will say anything to you and very, very slowly after lots of trial and error you will finally just look it up on youtube.

Now get out there and do it!

Re: “Can it run Doom” will never be the same, thanks to new ray-tracing mod

#23
Hang on a second, somehow I got redirected to Ars's WordPress path, which didn't respond but it made me think for a minute, how is Ars run on WordPress?

I guess I expected them to have their own thing, I don't know. WordPress just seems so.... I don't know the word, maybe pedestrian? Is that harsh?

Re: “Can it run Doom” will never be the same, thanks to new ray-tracing mod

#24
post #4

Is it okay if I occupy the following ideological niche: 1. I love original doom. 2. I am very excited about what ray-tracing can do for games. 3. I have a ton of respect for doom modders and the doubtless huge amount of effort that went into this project. 4. I hate how this looks and wouldn't play it except as a curiosity To me, the original doom was a piece of art, tuned by artists (I'll say it!) to look a certain w…

It reminded me a bit of the Star Wars Special Edition fiasco - puttng 90's CGI into a 70's movie looked bad at the time and terrible now. The footage I saw of this gave me a similar mismatched feeling though I agree it's technically impressive.

Thank God despecialised edition exists!

Re: “Can it run Doom” will never be the same, thanks to new ray-tracing mod

#26
post #14

Technical breakthroughs don't seem correlated to enjoyment, at least not in the short term. My favourite game still has 700 AD graphics and no sound effects, at least until someone blunders.

> 700 AD graphics

What’s that, some board game from the dark ages?

Re: “Can it run Doom” will never be the same, thanks to new ray-tracing mod

#27
post #26
post #14

Technical breakthroughs don't seem correlated to enjoyment, at least not in the short term. My favourite game still has 700 AD graphics and no sound effects, at least until someone blunders.

> 700 AD graphics What’s that, some board game from the dark ages?

Indeed. Although the 'modern' variant is only a few hundred years old it's based on the same graphics as its predecessors, which date back as early as the ~5-700's.

https://simple.wikipedia.org/wiki/History_of_chess#Milestone...

Re: “Can it run Doom” will never be the same, thanks to new ray-tracing mod

#28
post #4

Is it okay if I occupy the following ideological niche: 1. I love original doom. 2. I am very excited about what ray-tracing can do for games. 3. I have a ton of respect for doom modders and the doubtless huge amount of effort that went into this project. 4. I hate how this looks and wouldn't play it except as a curiosity To me, the original doom was a piece of art, tuned by artists (I'll say it!) to look a certain w…

I used to work on the open source Marathon port and I have to say, I regret us making it high-res bilinear OpenGL just because we could. In the end the effect was to make everything look unbalanced and blurry because the geometry and textures weren't meant to be scaled up so much. Obviously very different, but Return of the Obra Dinn struck me as a modern game that actually manages to look "low res" in a resolution s…

GZDoom/Zandronum allows to set to use mipmapping with nearest and anisotropic filtering... Simply looks good and sharp and avoid all problems of blurriness that bilinear/trilinear introduces.

Re: “Can it run Doom” will never be the same, thanks to new ray-tracing mod

#29
I wonder if the ray tracing will help with my nausea. DOOM engine is one of those "nope" games, that I discovered when I was like 11 and playing Chex Question CD I got in the cereal box. For me it's very engine specific: DOOM makes me feel ill, Quake fine. Source blargh, but can play CS all day on HL 1 engine.

Re: “Can it run Doom” will never be the same, thanks to new ray-tracing mod

#30
Reminds me of application which was bread and butter of the company. Whole application was 25K+ line of c++ code written as just one c++ function :), an ISAPI extension. It was crazy fast as a webapp and generating lot of revenue for the company so the company keep on investing in it by adding more and more features. Doing any change in that app was months of effort.
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