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Remastered Retro PC Games

DOOM 3s Engine is more sophisticated than you were aware of (Demo proof)

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If I took a photo of DOOM Eternal up close to any texture you want to look at, this mod is beating it. 100% in resolution for shaders or textures. I know because I own both games and took photos side by side. Its not even close. Not that BC7 compression is helping. It turns out the more radical the resolution the less relevant lossy compression ends up being, and it starts scaling very favorably for DXT1.

In development. Reasonable machine versions will be free. Crazy super god resolution version will be pay walled (the files obnoxious). All levels compile without crashing, and this was extremely difficult to achieve as the goal was per pixel texture and shader resolution which the RTX 4090 lacks the memory bandwidth to fully achieve aiming for 4k. It runs into bandwidth wall before vram since the 60fps game logic gets in the way. I was contacted by a programmer working on the semi reverse engineered DOOM 3 code Prey SDK hybrid for Quest 2 and I will be supporting the unit to the fullest while porting the efficiency achieved working on the RTX 4090 version as weird as that might sound. The OG devs of Prey werent being 100% efficient with vram resources. And some of it isnt their fault. Id rather not be forced to use DXT1/3/5 with mipmaps for UI elements since this is just wasteful. Im using the new custom resolution feature id tech 3 lacked to really sculpt the living hell out of the render, painstakingly grinding months in the game engine 7 days a week to get the most efficient use of memory humanly possible. To take it farther I need changes to the game code itself. More compression variety working at the same time would get better results.

The DOOM 3 engine WILL scale to hardware that hasnt even come out yet despite being x86 code in this case. Thats because John Carmack built a time machine and called it id tech 4. All it really lacks in practice is a good texture streaming technology (megatexture is trash) and proper multithreading. OpenGL single threadedness is also kind of lame but doesnt appear to be that much of an issue since its all so insanely efficient for what it is.

Im using:
DXT1 diffuse
DXT1 specular
DXT3 sharp transition alphas
DXT5 gradual transition alphas
RXGB DXT5 normals and heightmaps

I will be going into the game editor and blender to further improve the render once textures are complete. Anyone who wants to support mods like this will end up seeing more of them.

"Why are you getting as close as possible to textures by crouching looking at floors and up against walls? No one plays the game like this."

Because 8k displays can be found for under 200$ now. Small ones anyway. And the price will continue to drop in the future as memory bandwidth and raw vram buffer size increases. And im going to assume that one day someone will actually write code to update the OpenGL renderer to something DLSS 3 compatible. Some troll overkilling N64 emulation already did it in the most irrelevant place possible. Thats like adding DLSS 3 to StarFox SNES. DOOM 3 as an engine deserves it far more. And the ability to upscale 4k to 8k with detail interpolating into the 60hz starting data would be the best case scenario here because I ruthlessly tuned the resolution toward what can be seen at 4k. It also makes the game hold up extremely well for its age under the most brutal circumstances. Then comes the I know what levels push the hardware the hardest, and I went very very far out of my way to optimize them to be closer to the other levels that arent as intense. So its technically also an optimization since I can cross multiply mathematically calculate the exact pixel resolution for each texture when converting the 4k version down to lower resolutions. Also its just cool? It makes our Leader John Carmack happy? In real life when I get really close to objects they dont tend to get blocky or blurry? How many more reasons does a DOOMWorldee actually need?


 

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Edited by Remastered Retro PC Games

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On 1/16/2024 at 5:03 PM, Remastered Retro PC Games said:

In real life when I get really close to objects they dont tend to get blocky or blurry?

 

I've just tested this. I got very close to an orange, and it did in fact go blurry.

 

I can repeat this with other objects. So far I've tried a torch, a comb, an Ikea mobile phone holder, a USB stick, one of my hands, my keyboard, this forum post, a tea cup, and the torch a second time just to make sure.

 

In each case the object became blurry at a distance of around six inches. The object became progressively more blurry as I moved my face closer to it. Curiously the background texture beyond the object remained sharp.

 

Obviously I'm just one single sample. But I can duplicate these results.

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