Part two: • Ray Traced Brutal DooM 2 - Part Two, No Co...
Just wanted to do a quick demo of this new ray tracing mod for DooM 2 that came out recently, there has been a lot of hype and it looked interesting. I was glad I finally got time to get it working and play a bit of it, I also wanted to share how I got it working, as I had a few issues. I'm using version 1.0.2a in DLSS 2 mode with it set to "balanced" performance, and I have a RTX 3060 to give you an idea of how it runs on a lower end RTX card.
You can download the mod here: https://www.moddb.com/mods/doom-2-ray...
Additional instructions: https://github.com/vs-shirokii/gzdoom...
There are a lot of additional notes I'd like to add, as it took me a while to get this working.
Things I've already done in this video:
⁍ Install DOOM+DOOM II on Steam to get the wads, it didn't like the ones I had before: https://store.steampowered.com/app/22...
⁍ Downloaded RTGL1 Renderer 1.6.3 to get additional functions: https://github.com/vs-shirokii/RTGL/r...
⁍ Fixed access Violation error upon boot by (re)installing Visual C++ Redistributable: https://aka.ms/vs/17/release/vc_redis...
⁍ Change the blood fluid size to slightly smaller:
‣ Edit your "C:\Users\*username*\Documents\My Games\GZDoom\gzdoom-rt2.ini" file.
‣ Search for the line:
rt_fluid_pradius=
‣ I found 0.04 to be a good value, slightly smaller blood fluid, so change that line to:
rt_fluid_pradius=0.04
In part two of the video I look at:
⁍ Get other mods (Brutal Doom etc.) working.
⁍ Change the music (I prefer the sound blaster or metal covers to the midi music).
⁍ Try the other visual modes (VHS mode etc.) to see how it looks.
⁍ I have recorded another video showing my progress and sharing what I've learnt:
• Ray Traced Brutal DooM 2 - Part Two, No Co...