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Ever since the migration of RBDOOM 1.2 rendering code to BFA, a base Vulkan implementation is available.
Sadly it still has many issues (like characters rendered as a collection of black boxes) and missing various features OpenGL already have (e,g Shadows) and therefor is not used.
I should try in the distant future (after the upcoming 1.2.9) to replicate parts of the OpenGL rendering code to Vulkan or try to find better alternatives to what OpenGL already have.
The text was updated successfully, but these errors were encountered:
The latest version of RBDOOM (1.5.1) seems to have gotten around many of the issues you've mentioned using NVRHI: https://www.moddb.com/mods/rbdoom-3-bfg
I tested it and it seems pretty stable/solid, and doesn't run into many of the issues that the latest version DoomBFA has.
Only downside is the lack of SMAA 1X support (they use TAA instead which is vastly inferior). That said, not only does it support Vulkan, but also supports DirectX12 as well.
Ever since the migration of RBDOOM 1.2 rendering code to BFA, a base Vulkan implementation is available.
Sadly it still has many issues (like characters rendered as a collection of black boxes) and missing various features OpenGL already have (e,g Shadows) and therefor is not used.
I should try in the distant future (after the upcoming 1.2.9) to replicate parts of the OpenGL rendering code to Vulkan or try to find better alternatives to what OpenGL already have.
The text was updated successfully, but these errors were encountered: