@@Shimamon27 It just depends on who is looking at it. Some people are surprised by one and not the other, some people are surprised by both, and some people are not surprised by either one.
@@metalheadmaniac8686 Yeah, I have a friend that is incapable of looking at old graphics. Unless it's some hyper-realistic mega detailed ultra smooth graphics, it's unwatchable for him. personally, I just find old graphics to have way more personality, it stems from needing to show allot with little. Today there's so much bloat that none of it attracts the eye anymore.
@@Shimamon27 And there are people from the 80s and 90s who prefer the more realistic graphics that people see today. There are so many opinions about this stuff. I find learning about all the different opinions very interesting.
totally, its perfect, but i love the branches of various mods man, this was the first game i played ever... on dad's PC, its amazing how DOOM cannot go wrong it's still so playable! love this shit, love u tooooooo
Imagination and what I would call a kind of grammar texturing of this era : every game wanted to render volumes with flat textures. It was more or less successful, but by the time, people get used to recognize what devs wanted to show, and we were able to fill what was missing, exactly the same way with pixellated images.
@@christophg5443 This is also why scanlines options in a lot of "vintage-ish" video games makes them looks like more "precise"... by literally replacing entire lines by black ones.
The "cracks" in some of the walls run just a bit too deep for my tastes, but that might be because I grew up with everything so flat. Amazing work, and definitely a mod I'll be enjoying. I suppose all that's left is to voxelize Doomguy's HUD face and the weapon's "held" sprites.
You know what? The look's grown on me. Most of the textures are a much more subdued effect, and while some of those textures do have rather wide and deep gaps between bricks or circuits... they're in earlier levels that give off a "look what we can do!" vibe that was very common in games showing off new tech in the 90's.
I believe there's someone out there who's 3D scanning the original tootsie toys that were used in DOOM. We might be getting those voxel HUD models some day.
I have some experience in writing shaders so i should say that this distortion is noticeable in almost all of the fragment parallax shaders i came across. This *might* be because of the UV manipulation but *don't take this as a true claim* .
@@Sectonidse Exactly. The field of view is linear, but the parallax mapping is not, that's why there is a wide-angle lens-type distortion on only the textures (which can be nauseating to some people). It should be an easy fix to make this one of the best modern ways to enjoy classic DOOM.
@@evanlee93 Both options have their uses, but this discussion has nothing to do with the field of view. It's about a common (solvable) issue in the implementation of the parallax mapping of the textures.
The amount of passion and love moddders put into this game after so many years still blowing my mind. No other game recived so much respect as this (well maybe doom2)
it's crazy how good this looks. it's like some insight into an alternate timeline where we never went down the triangle route but instead kept working with squares.
Couple things to note: Normal/specular maps _can_ be applied on top of the parallax maps, though this requires manual gldef editing/merging to accomplish, afaik nobody had distributed an all-in-one pack yet. Secondly, VKDoom does not support parallax maps, it is GZDoom exclusive for now.
this is genuinely good and you should be proud. Even better is because its exactly like the original game you kept the fast paced action which is really why people loved it so much.
Parralax maps have problems with edges and corners, since the effect is per texture, it can't actually create a seamless effect across two textures if they're not at the same angle. Same thing happens if you have two different textures side by side, even if they're at the same angle.
I'm not sure what I think of these 3D-ised textures! It doesn't look terrible, but I'm not sure if I would prefer it to the original or not. I guess I'd need to give it a shot and see how it feels during actual gameplay. Edit: Apparently you can adjust the multiplier for the height mapping to make the effect less jarring (less stretched out in 3D/less bump mapped). I think I would love this effect if it was more subtle! I'm still getting used to the idea of 3D doom enemies/props, but I definitely think I like it over the original flat sprites. That said, it's a definite style and a nostalgic appeal, having sprite based games where objects always face you as you turn, lol. Long before Doom came out, there were endless games stuck in this paradigm, especially dungeon crawlers. I do love that the conversion to 3D objects keeps the same pixelated feel as the original sprites. All the previous Doom 3D model sets (and "enhanced" Quake 1 models) look rather horrific, just bad. The problem with the voxel 3D models is they light really poorly with realtime or RTX lighting mods, too many hard edges makes it look profoundly wrong with shaded lighting, turns it into silly looking Minecraft characters. It would be amazing if a shader were made which generated the lighting from a smoothly rounded model with sub-surface scattering, but then applied that lighting onto the pixelated object. That would look near perfect in my view!
If someone had told me that a game from 1993 could be played in 2024 with these types of improvements + Path Tracing I would think they were drunk or trying to make fun. The only thing missing would be a MOD that brings together everything mentioned + VR, that would be the culmination of the factor Cool from old DooM :O
the depth of these textures shown in this video were definitely altered. these look about twice as deep as the parallax textures i originally released.
I assure you that I have touched absolutely nothing about the mod. I have no knowledge whatsoever about creating or modifying voxels or parallax textures. As I say, anything that has changed is up to GZDoom, but I don't know what it will be. I use version 4.11.3 (latest) with OpenGL. I've been turning on and off several of the graphics options I have set in GZDoom, and nothing affects texture depth. BTW, thanks for the mod.
I was thinking, that maybe another mod left some parameter in the .ini of my GZDoom, which I've been using for several versions (I'm too lazy to reconfigure GZDoom every time I update it). My ini has 4750 lines... I was testing not long ago some other PBR texture mods that apply depth, or some other that I don't remember, and maybe there is some parameter changed.
I love it! More convincing than paralax mapping because of the art style. I don't notice it durint fast paced gameplay but stopping to look at the scenery was not something i would have done in Doom before this mod.
Voxel Doom II with Parallax Textures v 2.4 is by far the best DooM experience i had in a long time. F*** AAA titles, i could play this the next 200 years.....
The normal mapping is a bit too extreme -- a lot of the walls have more 'depth' than really necessary and just look goofy as a result, particularly when you look at the corners between walls/floors. they also do this weird thing where they shift around if you look at them closely enough and move. still impressive, though.
We need to get the voxels, the raytracing, and the VR combined into one version. But I think they are all currently expansions of different source ports? Also I'm not sure how well the parallax textures work with raytracing and VR. Would be cool if it turned into actual voxels. Maybe via tessellation or mesh shaders?
@@MsHojat GZDoom already supports stereoscopic 3D, has for years. You can even use those cheap red-blue glasses with it. I had a slightly more expensive pair but the colors were slightly off, anyway I lost them when I moved.
There's a very real sense of "3D" now that didn't exist before and it would be great to play through the entire game like that to see how the whole feels. I'm sure the best version of Doom would be running it through GZDoom in 4k with this mod, the Playstation music and sound effects, (I only ever got the music to work on PC, never the enhanced and beefier monster & weapons sounds) and maybe even in the future hi-res textures if they could be created.
Higher resolution textures do exist, thanks to neural upscaling (a.k.a. ai upscaling), but it can actually make stuff look worse if you start with low resolution images like Doom uses and upscale them by a large factor.
It's nice to see the parallax effect used without modders going overboard with depth. Which they nearly always seem to do. Subtlety goes a long with upgrades like this. BTW: This is just parallax mapping made to look pixelated, it doesn't "include voxels" into the textures.
This is awesome. Being 11 in 1993, this is great to see more complex original Doom action. I don't know what's wrong with the 30 thousand people who didn't click "like" because this is bad ass.
I think it looks a bit 'meh', honestly. But I did see the comments between the video uploader and the mod creator talking about how the mod is not functioning exactly as it should in this video. Regardless, even if I don't like the visual aesthetic, I give a huge round of applause to the mod creator. Tons of work and passion went into creating this mod, that's for sure!
YES KEEP GOING . CONVERT EVERYTHING INTO VOXELS. VOXELS PRESERVE THE ART STYLE AND TRANSLATE PERFECTLY INTO VR. GOD I WANT SNK AND CAPCOM TO USE VOXELS TO MAKE FIGHTING GAMES. THAT WAY WE GET THE BEST OF BOTH WORLDS A 3D FIGHTING GAME WITH THE PIXEL ART STYLE.
Paralax textures + Voxel Doom + RTX Doom + a Voxel First person weapons/hands + a Bolognese fork made compatible with all the priorly listed = Doom HD Remastered
Is this being done with normal/ height/ displacement maps (AKA shader tricks) or by adding geometry? I imagine that if it's the latter, then this might start to have an appreciable effect on performance on more complicated maps. I can tell there's definitely at least _some_ additional geometry being added, but I'm wondering if some of this is being done with trickery to save on resources. Also, because of how Doom textures work, I would be worried that making the textures thicker than the linedefs they are being added onto might cause problems with clipping and collision, especially in tight areas or when the walls are supposed to be thin.
It's really cool but still needs a bit of polish on a few things. It might be better to tone down the depth offsets since you start seeing parallax mapping oddities at edges. I imagine levels designedspecifically with these in mind will look incredible, especially in vr.
Well, the author of the mod himself has said that the depth of the textures in my video is twice what it should be, the exact reason I don't know, the mod is not modified.
What is with the weird fisheye distortion on the textures? It doesn't look like it's coming from the FOV, but rather that it's something to do with how the textures are being rendered. I've seen some other comments pointing this out as if it is an expected side effect of how these 3D textures are being rendered, but without actually explaining what's going on, here. Any help?
It looks like it is displacement maps. This is genius, it works so well! There are some artifacts, but they are negligible regarding the final result. Now, make it for brutal doom!!! (just kidding, this is perfect!)
Cheello, the author of Voxel Doom and Parallax Doom has also showcased full voxel weapons that have the potential to look awesome in VR, although he's stopped working on it, because the difference was barely noticeable in flat.
weird how its not noticed at all unless you stop and look. I'd like to see an even more voxelized version of this. I want to notice its depth from far away.
I finally got gzdoomvr 4.11.3 working with project brutality 3.0 and extermination day vanilla using the laser sight mod. I cant believe how much fine i am having. I just made it to hell. Doom is just so great in so many ways.
Game is almost 30 years old, still gets upgraded the living shit out of it 😂 It's almost like playing it on psychedelics, flat surfaces seem to have depth while at the same time they dont... I ran this in GZdoom and it looks waywayway better btw.
I wonder how high res the displacement maps are? This sorta technique trades model detail for higher res textures usually, with masks that determine the depth. For something like Doom, you'd probably not need to go super high resolution, but they're really pixel perfect here.
There is an RT mod; but it looks like crap to be honest. Compared to what the author of that RT mod did with other RT mods for different games it is not his best work.
So, I have installed version 2.4 and none of the parallax textures are appearing. The voxel enemies/items are working fine. Voxel textures are turned on in settings. Running the latest GZDoom from the Arch User Repository.
I don't know which version of GZDoom is that, I download it from the official ZDoom website. But the latest versions of GZDoom are configured in Vulkan by default, try with OpenGL.
very sweet detail kudos!!!! as usual Doom amazing as always maybe maaybe not sur eif you did the textures but they need a bit of shadows so the extruded walls shine more otherwise from afar they still look same but not bad at all!!! love the toxic barrel now actually a Solid volume block nice!!! still awesome work!!!! lov ethe animations from the hand with shotguns and weapons!!!!
Seeing the environments not flat makes me feel like I'm in the middle of a fever dream but in a cool way
Same sensation!
Funny how ancient graphics can still surprise while modern ones just feel like overly rendered stale bread.
@@Shimamon27 It just depends on who is looking at it. Some people are surprised by one and not the other, some people are surprised by both, and some people are not surprised by either one.
@@metalheadmaniac8686 Yeah, I have a friend that is incapable of looking at old graphics.
Unless it's some hyper-realistic mega detailed ultra smooth graphics, it's unwatchable for him.
personally, I just find old graphics to have way more personality, it stems from needing to show allot with little.
Today there's so much bloat that none of it attracts the eye anymore.
@@Shimamon27 And there are people from the 80s and 90s who prefer the more realistic graphics that people see today. There are so many opinions about this stuff. I find learning about all the different opinions very interesting.
like looking at a Magic Eye book…
I love that it still looks just like Doom. It's hard to improve something without ruining it, and this nails it.
My only critique is some things look too deeply carved out, like the doors and some textures. But otherwise it's a job well-done!
Was gonna say the same thing. It's like it looks more itself.
Seriously though
@@weatheranddarknesstrue some things seem to be exaggerated a little too much
Honestly, this is how sprite based 90s shooters should be modernized.
100% agreed.
Voxel>polygon
Yes, and Brutal Wolfenstein 7 is an example how maps should be reworked
totally, its perfect, but i love the branches of various mods man, this was the first game i played ever... on dad's PC, its amazing how DOOM cannot go wrong it's still so playable! love this shit, love u tooooooo
Sprite based ANYTHING but yes I agree.
This is how it looked to me as a child in the 90's. Must've been my imagination because everything was definitely flat.
Imagination and what I would call a kind of grammar texturing of this era : every game wanted to render volumes with flat textures. It was more or less successful, but by the time, people get used to recognize what devs wanted to show, and we were able to fill what was missing, exactly the same way with pixellated images.
CRT made it seem more detailed than it was
@@christophg5443 This is also why scanlines options in a lot of "vintage-ish" video games makes them looks like more "precise"... by literally replacing entire lines by black ones.
Low resolution and CRTs makes simple graphics more convincing
The "cracks" in some of the walls run just a bit too deep for my tastes, but that might be because I grew up with everything so flat. Amazing work, and definitely a mod I'll be enjoying. I suppose all that's left is to voxelize Doomguy's HUD face and the weapon's "held" sprites.
I find the PBR materials for Doom 2 mod to be similar but less aggressive texture pack
You know what? The look's grown on me. Most of the textures are a much more subdued effect, and while some of those textures do have rather wide and deep gaps between bricks or circuits... they're in earlier levels that give off a "look what we can do!" vibe that was very common in games showing off new tech in the 90's.
I believe there's someone out there who's 3D scanning the original tootsie toys that were used in DOOM. We might be getting those voxel HUD models some day.
Way too deep. It looks ridiculous.
As stated in the description of the video, the author had a problem with the rendering of the depth
The fisheye distortion in front of opening doors is very noticeable. Aside from that this is a great mod.
fisheye fov is superior to linear fov
I have some experience in writing shaders so i should say that this distortion is noticeable in almost all of the fragment parallax shaders i came across. This *might* be because of the UV manipulation but *don't take this as a true claim* .
@@Sectonidse Exactly. The field of view is linear, but the parallax mapping is not, that's why there is a wide-angle lens-type distortion on only the textures (which can be nauseating to some people). It should be an easy fix to make this one of the best modern ways to enjoy classic DOOM.
@@evanlee93 Both options have their uses, but this discussion has nothing to do with the field of view. It's about a common (solvable) issue in the implementation of the parallax mapping of the textures.
@@evanlee93 Why?
The amount of passion and love moddders put into this game after so many years still blowing my mind. No other game recived so much respect as this (well maybe doom2)
WOW! Just wow! As I always say, voxels are the most underrated technology of 3D graphics back in 90s.
it's crazy how good this looks. it's like some insight into an alternate timeline where we never went down the triangle route but instead kept working with squares.
If Carmack could have seen this in the 90’s, I wonder what he would have said
Probably that they're blowing way past their performance targets for average PCs in 1993.
He'd probably hate the seams and tiling problems haha
He'd probably be more impressed that DOOM mods are still being made, rather than this is how far we've gotten in 30 years.
Who the fuck is Carmack?
@@Omnificence2016 Your dad
The fact that this looks so similar to the original when in motion really shows the briliance of the original visual design.
Couple things to note: Normal/specular maps _can_ be applied on top of the parallax maps, though this requires manual gldef editing/merging to accomplish, afaik nobody had distributed an all-in-one pack yet. Secondly, VKDoom does not support parallax maps, it is GZDoom exclusive for now.
God it is so weird seeing everything with depth and the dead bodies actually rotating based on your position :O Magical.
this is genuinely good and you should be proud. Even better is because its exactly like the original game you kept the fast paced action which is really why people loved it so much.
I agree with what you say, but point out that I am not the creator of this mod, but Cheello.
@@DARTHVRNET No I meant making the vid. Sorry. I get excited sometimes.
I like that it respects the original aligment of textures. You can only perceive it when still and looking for it!
Nice video. Cool textures. Doom is finally 3D!!
Doom was _always_ 3D albeit limited. ALL entities have a x, y, and z position.
I.e. Cacodemons & imps can shoot projectiles OVER your head.
WHAT?! I've wanted this for a long time. Great!
This is awesome! Also, after recently watching where all the Doom and DN3D sounds came from, this has the redone high quality sounds too!
Very cool concept.
It's a little bit weird when looking at vertices (4:39 for example) but still a nice feeling in general.
now that you mentioned it, i'm starting to notice something similar at 2:35
Well, that's the downside of parallax stuff. That's why it was dropped for real geometry as soon as PCs could handle it.
Parralax maps have problems with edges and corners, since the effect is per texture, it can't actually create a seamless effect across two textures if they're not at the same angle. Same thing happens if you have two different textures side by side, even if they're at the same angle.
So awesome! If only we could have this and the ray tracing at the same time.
Looks good with textures that have clear artistic presentation of a light source, such as those wall panels in e1m1.
I've always been impressed by parallax mapping. I think the first time it really blew my mind was with FEAR's wall impact textures.
I'm not sure what I think of these 3D-ised textures! It doesn't look terrible, but I'm not sure if I would prefer it to the original or not. I guess I'd need to give it a shot and see how it feels during actual gameplay.
Edit: Apparently you can adjust the multiplier for the height mapping to make the effect less jarring (less stretched out in 3D/less bump mapped). I think I would love this effect if it was more subtle!
I'm still getting used to the idea of 3D doom enemies/props, but I definitely think I like it over the original flat sprites. That said, it's a definite style and a nostalgic appeal, having sprite based games where objects always face you as you turn, lol. Long before Doom came out, there were endless games stuck in this paradigm, especially dungeon crawlers.
I do love that the conversion to 3D objects keeps the same pixelated feel as the original sprites. All the previous Doom 3D model sets (and "enhanced" Quake 1 models) look rather horrific, just bad. The problem with the voxel 3D models is they light really poorly with realtime or RTX lighting mods, too many hard edges makes it look profoundly wrong with shaded lighting, turns it into silly looking Minecraft characters. It would be amazing if a shader were made which generated the lighting from a smoothly rounded model with sub-surface scattering, but then applied that lighting onto the pixelated object. That would look near perfect in my view!
Absolutely awesome.
This is so awesome! I think some interpolated frames to smooth out the water/acid pool animation would fit in nicely as an optional toggle.
Wonderful, it's not slightly triggering my trypophobia.
What are you guys talking about? This is what doom looked like since ever, ask my younger self 😅
no
If someone had told me that a game from 1993 could be played in 2024 with these types of improvements + Path Tracing I would think they were drunk or trying to make fun.
The only thing missing would be a MOD that brings together everything mentioned + VR, that would be the culmination of the factor Cool from old DooM :O
That shotgun animation is crisp!
the depth of these textures shown in this video were definitely altered. these look about twice as deep as the parallax textures i originally released.
What can we say, the ladies like it deeper
I assure you that I have touched absolutely nothing about the mod. I have no knowledge whatsoever about creating or modifying voxels or parallax textures. As I say, anything that has changed is up to GZDoom, but I don't know what it will be. I use version 4.11.3 (latest) with OpenGL. I've been turning on and off several of the graphics options I have set in GZDoom, and nothing affects texture depth.
BTW, thanks for the mod.
I was thinking, that maybe another mod left some parameter in the .ini of my GZDoom, which I've been using for several versions (I'm too lazy to reconfigure GZDoom every time I update it). My ini has 4750 lines... I was testing not long ago some other PBR texture mods that apply depth, or some other that I don't remember, and maybe there is some parameter changed.
That’s probably what happened!
I guess I shouldn't complain then @@mikeg2491
I love it! More convincing than paralax mapping because of the art style. I don't notice it durint fast paced gameplay but stopping to look at the scenery was not something i would have done in Doom before this mod.
This is parallax mapping.
Voxel Doom II with Parallax Textures v 2.4 is by far the best DooM experience i had in a long time. F*** AAA titles, i could play this the next 200 years.....
This looks great, can't wait to see it with the relight mod!
This is just beautiful, coming from a fan since '92. Great job, man! Keep em coming, Rise of the triad, Heretic, etc etc
I just love how this still looks like Doom I remember but when you approach some things, you clearly see they are more 3D. Pretty cool, this project.
Looks excellent! I think maybe voxelizing the weapons is the next logical step.
This is awesome. Looks great!
The normal mapping is a bit too extreme -- a lot of the walls have more 'depth' than really necessary and just look goofy as a result, particularly when you look at the corners between walls/floors. they also do this weird thing where they shift around if you look at them closely enough and move. still impressive, though.
We need to get the voxels, the raytracing, and the VR combined into one version. But I think they are all currently expansions of different source ports?
Also I'm not sure how well the parallax textures work with raytracing and VR. Would be cool if it turned into actual voxels. Maybe via tessellation or mesh shaders?
Work is being done on this, but it probably won't be ready anytime soon. Too many differences in code that has to be rewritten by different teams.
@@TwinOpinion Oooh that sounds promising
I would think that raytracing wouldn't play nice with this. Also seems kind of stupid if you ask me, VR shouldn't be too hard though.
@@MsHojat GZDoom already supports stereoscopic 3D, has for years. You can even use those cheap red-blue glasses with it. I had a slightly more expensive pair but the colors were slightly off, anyway I lost them when I moved.
Incredible, I’m in awe
There's a very real sense of "3D" now that didn't exist before and it would be great to play through the entire game like that to see how the whole feels.
I'm sure the best version of Doom would be running it through GZDoom in 4k with this mod, the Playstation music and sound effects, (I only ever got the music to work on PC, never the enhanced and beefier monster & weapons sounds) and maybe even in the future hi-res textures if they could be created.
Higher resolution textures do exist, thanks to neural upscaling (a.k.a. ai upscaling), but it can actually make stuff look worse if you start with low resolution images like Doom uses and upscale them by a large factor.
It's nice to see the parallax effect used without modders going overboard with depth. Which they nearly always seem to do.
Subtlety goes a long with upgrades like this.
BTW: This is just parallax mapping made to look pixelated, it doesn't "include voxels" into the textures.
Yes, I say that in the title. But in a way it looks a bit like voxels in the textures.
This is awesome. Being 11 in 1993, this is great to see more complex original Doom action.
I don't know what's wrong with the 30 thousand people who didn't click "like" because this is bad ass.
This looks impressive!
This looks genuinely amazing.
I personally would be find and i would prefer a texture and sprite faithful upscale but having an alternative as this is always nice.
You know, i dont know how i never found out about the secret plasma rifle room in E2M1 till 2024, but here we are
I think it looks a bit 'meh', honestly. But I did see the comments between the video uploader and the mod creator talking about how the mod is not functioning exactly as it should in this video. Regardless, even if I don't like the visual aesthetic, I give a huge round of applause to the mod creator. Tons of work and passion went into creating this mod, that's for sure!
Increíble las miles de versiones que hay de DOOM un juego que hasta la fecha perdura como una joya en el tiempo ❤❤ y la música imperdible 😊
that how i remember doom in my memory after not playing it for a long time
The effect works pretty good in the vertical coordinate, but the horizontal textures seem strangely normal ones (the floor, the green acid, etc.)
A eso llamo mayor tridimensionalidad, buen video.
YES KEEP GOING . CONVERT EVERYTHING INTO VOXELS. VOXELS PRESERVE THE ART STYLE AND TRANSLATE PERFECTLY INTO VR. GOD I WANT SNK AND CAPCOM TO USE VOXELS TO MAKE FIGHTING GAMES. THAT WAY WE GET THE BEST OF BOTH WORLDS A 3D FIGHTING GAME WITH THE PIXEL ART STYLE.
Paralax textures + Voxel Doom + RTX Doom + a Voxel First person weapons/hands + a Bolognese fork made compatible with all the priorly listed = Doom HD Remastered
"I don't care how deep that texture is." - John Romero
The original Doom now available in 3D - don't forget to bring your anaglyph glasses!
Better a virtual reality headset, it's a great experience ;)
Is this being done with normal/ height/ displacement maps (AKA shader tricks) or by adding geometry? I imagine that if it's the latter, then this might start to have an appreciable effect on performance on more complicated maps. I can tell there's definitely at least _some_ additional geometry being added, but I'm wondering if some of this is being done with trickery to save on resources. Also, because of how Doom textures work, I would be worried that making the textures thicker than the linedefs they are being added onto might cause problems with clipping and collision, especially in tight areas or when the walls are supposed to be thin.
this is always how i remember it from my childhood.
Is it possible to combine the voxels with Brutal Doom??
No, they are not compatible.
This has to be the most vanilla doom experience!
La vérité c'est incroyable !
Great job !
Having to kill a Caco with just a pistol is a form of torture that I just can't take
Es hermoso como está quedando, estaría lindo que hayan armas voxel también
This is unironically what being on LSD is like
lol, litterally just made a idkfa joke on another vid then refreshed the main page and this pops up! Looks good.
8K upscale voxel smooth doom RTX when
The sound feels fantastic too!
It's really cool but still needs a bit of polish on a few things. It might be better to tone down the depth offsets since you start seeing parallax mapping oddities at edges.
I imagine levels designedspecifically with these in mind will look incredible, especially in vr.
Well, the author of the mod himself has said that the depth of the textures in my video is twice what it should be, the exact reason I don't know, the mod is not modified.
This Looks awesome. And the soundtracks kicks like a mule.
For me this is the definitive mode for Doom. Nothing else is needed. It changes the game, but in a specific point, keeping its originaly
That moment with the door was amazing
What is with the weird fisheye distortion on the textures? It doesn't look like it's coming from the FOV, but rather that it's something to do with how the textures are being rendered. I've seen some other comments pointing this out as if it is an expected side effect of how these 3D textures are being rendered, but without actually explaining what's going on, here. Any help?
It looks like it is displacement maps. This is genius, it works so well! There are some artifacts, but they are negligible regarding the final result. Now, make it for brutal doom!!! (just kidding, this is perfect!)
now imagine THIS, but with the Ray-Tracing thing we got recently
This is really cool. Want to see this in VR!
Cheello, the author of Voxel Doom and Parallax Doom has also showcased full voxel weapons that have the potential to look awesome in VR, although he's stopped working on it, because the difference was barely noticeable in flat.
@@trankzen148Someone need to donate him a VR 😀
weird how its not noticed at all unless you stop and look. I'd like to see an even more voxelized version of this. I want to notice its depth from far away.
Именно так doom выглядел в моих воспоминаниях
I finally got gzdoomvr 4.11.3 working with project brutality 3.0 and extermination day vanilla using the laser sight mod.
I cant believe how much fine i am having. I just made it to hell.
Doom is just so great in so many ways.
Brutal Doom version, NOW!!! All the splattering and gibs will follow the crevasses of the walls, muahahahahahaaaaaah!!
Game is almost 30 years old, still gets upgraded the living shit out of it 😂
It's almost like playing it on psychedelics, flat surfaces seem to have depth while at the same time they dont...
I ran this in GZdoom and it looks waywayway better btw.
31 years, wew!
Now we need to get a hold of voxel weopons!
There is some weapon mod made with voxels for the VR version of GZDoom and it doesn't look too good.
I wonder how high res the displacement maps are? This sorta technique trades model detail for higher res textures usually, with masks that determine the depth. For something like Doom, you'd probably not need to go super high resolution, but they're really pixel perfect here.
I'd actually love to see what "Darkhell" and "Blakhell" look like with this Voxel Doom mod. :)
Never tried those wads, but they should work if they use de original textures.
The future is now!
Perfect for VR
It’s perfect! Except for one small issue.
You forgot the classic hud ;-;
I usually use a split version of the classic hud in my other Doom videos, but I forgot to put that mod in when I made this video.
Got me a new phobia😵
Sorry :(
At this point the players gun should be voxels too. This looks cool.
Can't wait till someone adds raytracing to it and it will be definitive version of DOOM for modern players once and forever.
There is an RT mod; but it looks like crap to be honest. Compared to what the author of that RT mod did with other RT mods for different games it is not his best work.
Cool. Will this work for QuestZDoom?
I haven't tried it.
Looks incredible
I just now noticed that the weapon animations are also updated compared to 1993.
Smooth Doom mod (weapons only)
Cool 👍 DOOM never gets old.
it's soooo coool, but sometimes the blood on the walls after killing a monster looks like it's floating, but the effect is awesome.
So, I have installed version 2.4 and none of the parallax textures are appearing. The voxel enemies/items are working fine. Voxel textures are turned on in settings.
Running the latest GZDoom from the Arch User Repository.
I don't know which version of GZDoom is that, I download it from the official ZDoom website. But the latest versions of GZDoom are configured in Vulkan by default, try with OpenGL.
Did you used PBR textures?
This feels cursed, but in a good way.
this is how it looks in my dreams
very sweet detail kudos!!!! as usual Doom amazing as always maybe maaybe not sur eif you did the textures but they need a bit of shadows so the extruded walls shine more otherwise from afar they still look same but not bad at all!!! love the toxic barrel now actually a Solid volume block nice!!! still awesome work!!!! lov ethe animations from the hand with shotguns and weapons!!!!
This with the Pathtracing version 🤤