Nope. Invariably all the high res doom mods do is completely demolish the art style. The pixels are part of the art style. This voxel doom mod is the first one thats not a disgrace to the original.
The original choppy animations (especially the super shotgun one) are also part of doom's artstyle and charm. This modernisation of doom gets rid of this charm. That is why I do not see the point of smooth doom. If you want to play a more graphically enhanced game just play any of the build engine games.
I do wonder if one day we will see a niche scene for doom modding and if it'd be possible to make mods with exclusive features for a vr fork of GZ Doom. Rn I'm interested in if its possible to get it so you can 2 hand the guns and properly pump the shotgun and load the super shotgun. Let us recreate the feel of pumping the shotgun ourselves, ya know? While just 1 handing the guns works, would be a lot cooler to hold them with both hands. After that and if it is possible, create doom mods with a bit more functionality there using vr.
I'm kinda the opposite. I prefer the pixel art style, especially with low-poly models. Cheello's voxel mod is one of the few times I actually like this style.
I've heard voxels have been around for a while, but back in the day hardware could barely run it at a smooth framerate, as a result only very few fully voxel games ever came out, and only in the last few years we've been getting the technology to run fully voxel games.
The polygon vs. voxel debate happened during the mid 90s, but it was a short one and polys won out. Basically, it boiled down to hardware acceleration was easier with polys. None of the budding 3d card makers at the time supported voxels, so voxels had to be rendered with software. This means that polys had both a performance and visual edge over voxels. It’s only in recent years where 3d cards have added some support for voxel rendering that it’s become viable again.
I'm using a Rift S and SteamVR to play this. Everything I downloaded is in the description, but there is a Quest specific port of GZDoom and I have seen other people run Voxel DOOM there, so you could absolutely try it out if you have a Q2.
I didn't take that long, but I couldn't give you a figure. I also take big breaks between games and hardly play VR in general. As everyone else says, just gradually play these types of games from 2 minutes per session and gradually take it up to 10 mins, then 20 mins, etc. and take as many breaks as you need. I just came to realise my VR legs are just different. For example, if my motion is slidey I can get dizzy once I let go of the left-stick, or if my motion is very slow but very smooth I can get dizzy regardless (particularly with spinning), or if my FOV is restricted when I move (a common accessibility feature) I get dizzy again, but if I hookshot from the ceiling and send myself flying in the air I'm okay. My body doesn't like it when I'm making my movement involuntarily. That's it. A game that helped with realising that was Windlands 2. As it turns out, it helps remove sickness if I fake jump (almost squatting to standing-up) as I jump in the game and then do the same to "cushion the landing", my brain becomes perfectly okay with it. Swinging around however hardly affects me but that is probably because the Spiderman-like motion that I'm already doing. Every motion you do in the game probably has to be simulated in some way in the real world. Edit: Actually, when flying in the air, I do the motion you find your Saints Row 4 character doing when falling from a jump, and that really helps. It simulates me falling but I have control over it.
I think so, but there are obvious hurdles with it being VR. There is no weapon model for modded guns unless that is modded in too, or else you have to use the first person weapon sprite awkwardly in place of your hands, or use the item sprite, which is a lot better but limiting. I believe monsters should work just fine. Before this, I only tried D2forD1,pk3 which uses a script to randomly change certain DOOM '93 monsters to a DOOM 2 equivalent, and place Archviles in areas with high rewards (like secret BFGs). You'd have to try it yourself.
@@muizzsiddique That would be amazing, thanks for still working ok this project, It just keeps getting better and better. Hope That everything goes well:)
@@AdrianTraveler Ah, my bad. It's a HD weapon pack, not a voxel weapon pack. Still you'd actually be holding weapons instead of sprites or fat item sprites.
I’ve been following voxel doom for a while, now that I’ve seen it in VR I feel like Doom has become it’s final form.
Imagine showing this to someone back in 1993. Like, yeah, Doom's pretty realistic? Well now you're actually *in* the game.
The original game's readme even describes it as a virtual reality game, so this was pretty much meant to happen.
Its purpose, as a blessing from John Carmack was always to arrive at transcendence. He calls doom the Complete Touring Design Space.
it's unsettling how much work they put into every frame of the models only for it to look nearly the same as regular doom.
Even better in VR because now you don't see billboards walking everywhere, as stereoscopy makes sprites look actually flat.
Actually there is a huge difference for some people. Voxels increases the “feeling” of a volume and mass of the object.
It's night to day difference if you're playing at high fps with freelook on
I think what reduces the effect of true 3d is the movement of the monsters, since they are still turning in the increments of 1/8th of the full circle
@@juiceofsapho Yea it would definitely benefit from animation interpolation, however I doubt it is even possible with the predefined voxel frames.
those pinkies look so weird laying down like that.
holy shit OG DOOM VR
OMG this is how I want to replay Doom for the millionth time now that voxels are a thing.
Next evolution step: smooth voxel doom
And Next brutal voxel doom.
Nope. Invariably all the high res doom mods do is completely demolish the art style. The pixels are part of the art style. This voxel doom mod is the first one thats not a disgrace to the original.
@@eelcohoogendoorn8044 Smooth DOOM is more animation frames, not a higher res. sprite.
@@eelcohoogendoorn8044 who gives a shit, the point in modding is to drastically change any aspect of the game. if you want og gameplay, then dont mod.
The original choppy animations (especially the super shotgun one) are also part of doom's artstyle and charm. This modernisation of doom gets rid of this charm. That is why I do not see the point of smooth doom. If you want to play a more graphically enhanced game just play any of the build engine games.
1:43 I never thought I would see the day that you could lean over to shoot a demon in Doom.
WAIT WHAT man i had to maintain my mental frame when i focus my vision apone it. have 2 getdown on this one of these days.
This game has aged and evolved so beautifully 🥲
I do wonder if one day we will see a niche scene for doom modding and if it'd be possible to make mods with exclusive features for a vr fork of GZ Doom. Rn I'm interested in if its possible to get it so you can 2 hand the guns and properly pump the shotgun and load the super shotgun. Let us recreate the feel of pumping the shotgun ourselves, ya know?
While just 1 handing the guns works, would be a lot cooler to hold them with both hands. After that and if it is possible, create doom mods with a bit more functionality there using vr.
This mod look sick in VR
I personally love voxel style. Don't know why they are not as popular as other styles such as pixel art
I'm kinda the opposite. I prefer the pixel art style, especially with low-poly models. Cheello's voxel mod is one of the few times I actually like this style.
I've heard voxels have been around for a while, but back in the day hardware could barely run it at a smooth framerate, as a result only very few fully voxel games ever came out, and only in the last few years we've been getting the technology to run fully voxel games.
The polygon vs. voxel debate happened during the mid 90s, but it was a short one and polys won out. Basically, it boiled down to hardware acceleration was easier with polys. None of the budding 3d card makers at the time supported voxels, so voxels had to be rendered with software. This means that polys had both a performance and visual edge over voxels. It’s only in recent years where 3d cards have added some support for voxel rendering that it’s become viable again.
yes. Yes.. YESSSS!!!!!!!
This is pretty bad ass, my dude.
Kick ass, one might say
just realised how much easier doom can be in vr. you can literally blind fire
i wonder what Doom mods will be like 20 years from now...
Awesome!
this is so cool!
1:15 jumpscare
There's a worse one in Part 3 @ 5:11
ua-cam.com/video/7BRxImGlsNw/v-deo.html
We need voxel gun models on standard DooM also.
After watching people play DOOM on a fucking Looking Glass (never seen one in person 🥲) absolutely!
Just amazing! Would be cool to see how you have set up everything. What are you using? Quest 2?
I'm using a Rift S and SteamVR to play this. Everything I downloaded is in the description, but there is a Quest specific port of GZDoom and I have seen other people run Voxel DOOM there, so you could absolutely try it out if you have a Q2.
How long did it take you to get your VR sea legs? I would have been sick in 2 minutes moving that fast
I didn't take that long, but I couldn't give you a figure. I also take big breaks between games and hardly play VR in general. As everyone else says, just gradually play these types of games from 2 minutes per session and gradually take it up to 10 mins, then 20 mins, etc. and take as many breaks as you need.
I just came to realise my VR legs are just different. For example, if my motion is slidey I can get dizzy once I let go of the left-stick, or if my motion is very slow but very smooth I can get dizzy regardless (particularly with spinning), or if my FOV is restricted when I move (a common accessibility feature) I get dizzy again, but if I hookshot from the ceiling and send myself flying in the air I'm okay. My body doesn't like it when I'm making my movement involuntarily. That's it.
A game that helped with realising that was Windlands 2. As it turns out, it helps remove sickness if I fake jump (almost squatting to standing-up) as I jump in the game and then do the same to "cushion the landing", my brain becomes perfectly okay with it. Swinging around however hardly affects me but that is probably because the Spiderman-like motion that I'm already doing. Every motion you do in the game probably has to be simulated in some way in the real world.
Edit: Actually, when flying in the air, I do the motion you find your Saints Row 4 character doing when falling from a jump, and that really helps. It simulates me falling but I have control over it.
Does this mean you can play mods in Doom VR? Like with custom monsters and weapons?
I think so, but there are obvious hurdles with it being VR. There is no weapon model for modded guns unless that is modded in too, or else you have to use the first person weapon sprite awkwardly in place of your hands, or use the item sprite, which is a lot better but limiting.
I believe monsters should work just fine.
Before this, I only tried D2forD1,pk3 which uses a script to randomly change certain DOOM '93 monsters to a DOOM 2 equivalent, and place Archviles in areas with high rewards (like secret BFGs).
You'd have to try it yourself.
The future is now..
killer
D☢☢M
Reminds me of Risen3D engine
Can wey play Voxel + Brutal DOOM?
-I could do, I've never played Brutal Doom before and GZDoomVR does have a Brutal Doom Voxel pack.-
@@muizzsiddique That would be amazing, thanks for still working ok this project, It just keeps getting better and better. Hope That everything goes well:)
@@AdrianTraveler Ah, my bad. It's a HD weapon pack, not a voxel weapon pack. Still you'd actually be holding weapons instead of sprites or fat item sprites.
What vr headset did you use?
Oculus Rift S
Its DOOM or... QUAKE ????🤨VR parkinson edition😆