Jump to content

(Digital Foundry coverage) PrBoom+ RT/Doom Classic: RayTraced - Real Time path tracing in PrBoom+um


Recommended Posts

One of the most impressive proof of concepts I've seen in a while. Yeah visually it's inconsistent, but tbf we are talking about implementing modern lighting techniques in a game which doesn't have proper lighting. And I mean, when it looks good, it looks good:

 

Spoiler

20220731213253_1.jpg.91e55e68b6570b9f82df815d6325c5ff.jpg

 

One thing tho: I can't for the life of me get soundfounts working in this (works fine in prboom+ and DSDA). I thought this was forked from 2.6um, so what is going on? The OGG tracks are nice and all, but I wanted to try some custom MIDI to fit the vibes. Did anyone actually get this to work?

 

On 5/25/2022 at 3:33 PM, xX_Lol6_Xx said:

That's for GZDoom, not PrBoom+. You need the dehacked version (it's called vsmooth.wad)

 

Now that I think about it. Does this port support DeHacked?

 

It does. Tried it out with BlackOps.wad + Smoothed.wad and EXTRAsmooth.wad.

Share this post


Link to post
2 hours ago, Mike Stu said:

The OGG tracks are nice and all, but I wanted to try some custom MIDI to fit the vibes. Did anyone actually get this to work?

 

If midi are included in pwad, sourceport will play it, ignoring ogg tracks. That's happened when I wanted to hear ogg music but I didn't due to undeleted midi from the wad file.

Edited by Dexiaz

Share this post


Link to post
9 hours ago, Dexiaz said:

 

If midi are included in pwad, sourceport will play it, ignoring ogg tracks. That's happened when I wanted to hear ogg music but I didn't due to undeleted midi from the wad file.

 

I know, the thing is when I delete the ogg, it plays the standard MIDI without the soundfount I selected. In prboom+ and DSDA, I can just select fluidsynth and the engine will recognize the soundfount I put in the folder (see my ini. below). That's not how it works in prboom RTX, tho - it just ignores the soundfont and uses the standard MIDI player, which sounds awful. There's seemingly no reason for this not to be working, but oh well.

 

Spoiler

# Sound settings
snd_pcspeaker                     0
sound_card                        -1
music_card                        -1
pitched_sounds                    0
samplerate                        48000
slice_samplecount                 512
sfx_volume                        13
music_volume                      14
mus_pause_opt                     1
snd_channels                      32
snd_midiplayer                    "fluidsynth"
snd_soundfont                     "Roland SC-55 v3.7_Griefus.sf2"
snd_mididev                       ""
lowpass_filter                    0
full_sounds                       1
mus_extend_volume                 1
mus_fluidsynth_chorus             0
mus_fluidsynth_reverb             1
mus_fluidsynth_gain               150
mus_opl_gain                      50

 

Edited by Mike Stu

Share this post


Link to post
11 hours ago, Dexiaz said:

 

Actually, you can change it for the whole OS.

 

Sorry, I've misspoken: I have been using Virual MIDI Synth to have the Griefus soundfont play as the standard for my entire OS for quite a while now.

 

My problem is that prboom+ RTX is ignoring that and playing the low quality version of the tracks it plays by default (which I think is also the DOS standard).

 

Normally, in boom based ports, I can just add the soundfont in the source port folder, edit the ini. file and have a nice rendition of the track in my soundfont of preference. Not the case for the RTX port tho, and I can't figure out why, since I thought this was built on 2.6um, which has had that function for quite a while now. Thx for the reply tho.

Edited by Mike Stu

Share this post


Link to post
  • 5 months later...

image.png.a5b7d444f0bc4706aaa101487a2b63dc.png

I just found out that it's actually using .ogg files to replace the midis. I'm going to try to edit this and see what happens

Share this post


Link to post

that unfortunately does not work. I've tried deleting it and it just reappears back in here. I've tried editing the names to be .mid and even changed to no directory as well. None of that works. I've also tried look into the prboom.wad as well in slade. I don't see anything out of place or anything missing and even compared it to DSDA-DOOM.wad. This is a head scratcher.


If anyone can figure out a solution to this, I'd be pretty happy as well. I'd like to listen to the midis on literally anything other than OPL3.

Edited by Bloo

Share this post


Link to post
8 hours ago, Bloo said:

If anyone can figure out a solution to this, I'd be pretty happy as well. I'd like to listen to the midis on literally anything other than OPL3.

 

Suggestion: create a pwad with midis and run it. Maybe it will overwrite the .oggs

Share this post


Link to post
2 hours ago, Dexiaz said:

 

Suggestion: create a pwad with midis and run it. Maybe it will overwrite the .oggs

 

tried that as well even with the dll files it's missing borrowed from dsda doom. Yeah they don't have the fluidsynth dll in the folder for PRBOOM+RT. Sounds like something broke in the development process for the midi playback.

 

I don't know any decorate or zscript so I don't think I'm gonna be of any help on this one.

Edited by Bloo

Share this post


Link to post
13 hours ago, Bloo said:

Sounds like something broke in the development process for the midi playback.

 

Possibly this was intentional. RT and midi? Looks something is off in this formula. For such advanced visuals the music must be only the high quality.

Edited by Dexiaz

Share this post


Link to post
On 1/27/2023 at 2:00 AM, Dexiaz said:

 

Possibly this was intentional. RT and midi? Looks something is off in this formula. For such advanced visuals the music must be only the high quality.


unfortunate that their belief was opl and not something better.

Share this post


Link to post

Can't get this to work - "map won't have additional light sources: can't find a map meta info file.  Specify -iwadrt <file>".  I point it to doom2.wad but doesn't look any different.

Share this post


Link to post
  • 2 months later...

I just downloaded and tried to run this and I get this error:

 

I_SignalHander: Exiting on signal: signal 11

 

I'm on an AMD card. I guess they aren't supported? Or I need to download something additional to enable it to work?

Share this post


Link to post
3 hours ago, PerpetualTorment said:

Bump

Bumping is completely unnecessary: people arent always here.

 

More details are needed. Which OS do you run, which AMD card? And where is the app located?

Share this post


Link to post
17 hours ago, Redneckerz said:

Bumping is completely unnecessary: people arent always here.

 

More details are needed. Which OS do you run, which AMD card? And where is the app located?

 

Ryzen 7 3700X 3.60 - 4.40 GHz
Asus ROG Strix X570-E Gaming
Kingston Fury Beast 32GB DDR4
Gigabyte Radeon RX 7900 XTX Gaming OC 24G
SupremeFX 8-Channel High Definition Audio
Logitech Z-5500 Digital
Stadium USBPRO
AOC Agon AG271QX 144Hz (1ms)
LG Flatron W2261VP (2ms)
VX1932wm-LED
Samsung 970 EVO Plus NVMe M.2 SSD 500GB
Samsung 970 EVO NVMe M.2 SSD 1TB
Samsung 850 ProSeries SSD 512GB
Samsung 840 ProSeries SSD 256GB
WD Black SATA 1TB
WD Black SATA 1TB
WD Green SATA 1TB
Pioneer 206BK Blu ray burner
LG SATA 18x DVDRW
Corsair RM 750x 750Watt PSU
Noctua NH-U12A
Cooler Master CM 590 III
Razer Goliathus Control Mouse Pad
Cyborg R.A.T. 8+
ADATA XPG Summoner RGB - Cherry Silver
Win10 x64

 

in it's own folder named 'prboom'

Share this post


Link to post
7 hours ago, PerpetualTorment said:

in it's own folder named 'prboom'

Where is the folder located? As in which drive?

Share this post


Link to post
20 hours ago, Redneckerz said:

Where is the folder located? As in which drive?

 

C:\prboom

 

edit: I got it working by doing this as mentioned by ltomes here. Buuut there is a problem. Artifacting:

 

unknown_2023_05.07-21_02.png.933246d75fde0af7a5c7cb0d8a86ea1d.png

 

unknown_2023_05.07-21_01.png.84a3e07cd66eaa6aca9f5fdbfe899504.png

 

The game works fine. There is artifacting around the edges of the notification text saying press F to turn flashlight on (and on the HUD):

 

unknown_2023_05.07-21_13.png.44778b3dbd36e2c5860345ab12a11110.png

 

 

So putting this in environment variables

 

Quote

is causing whatever function that controls to be off.

 

 

 

 

Edited by PerpetualTorment

Share this post


Link to post
  • 10 months later...

The developer has abandoned the repository for this; and though he did reply yesterday to my issue on the library it uses, stated that he's abandoned that too. I was able to get the library to build, but it must be a few steps ahead of the prboom fork: I can't build the program any more as it complains error: unknown type name ‘RgMaterial’, so I guess that's it. I wish I knew what the last versions of his source of both the prboom fork, and the library he wrote for it were, when it last compiled cleanly.

 

So, does anyone have a compiled build for Linux from the days when it did work? I have no real Windows on my computer (and no wish to install it) and this would not work in a VM; I can't even try it out on a work computer during break times, as none of them have or can take an RTX capable graphics card :(

 

For that matter, is there anywhere an RTX port of Classic Doom that can be built on Linux?

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...