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Post by hobomaster22 on Jan 14, 2023 7:52:17 GMT -5
Hello everyone,
I wanted to make post here and get everyone's thoughts on our new Doom port with rendering speeds being the focus. Helion is different because it's not quite a port per say. We started the code base completely from scratch. We have thrown all convention out the window and do not use BSP traversal for rendering and have adopted a more modern model of keeping map geometry static and updating changes to the GPU. This means as long as your GPU is reasonably modern gigantic maps with lots of a geometry are no longer a bottleneck. Maps like Frozen Time on RTX cards will render well over 1k FPS. Even slower integrated cards can render these maps reasonably. For example I have an old laptop from 2014 with an integrated AMD Radeon that renders Frozen Time consistently over 100FPS. Supports Doom shareware, the Ultimate Doom, Doom II, TNT, Plutonia, and Chex Quest IWADS (IWAD can be dropped in main folder, but there is no selection UI) Supports usual parameters such as -iwad, -file, -skill, -warp, +map Supports Vanilla, Boom*, MBF21. dehacked, bex, dehextra Currently Windows only - Windows 7 SP1 minimum .NET 6 runtime. Should prompt if not already installed. Direct links just in case: dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-6.0.10-windows-x64-installer?cid=getdotnetcoredotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-6.0.10-windows-x64-installerOpenGL 3.3 required Config.ini / console for configuration mouse.look 0 and game.autoaim 1 for classic configuration hud.showstats 1 for hud stats *Download here: github.com/Helion-Engine/Helion/releases/latest *Source: github.com/Helion-Engine/Helion
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xeepeep
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Post by xeepeep on Jan 14, 2023 7:57:01 GMT -5
That's cool
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Lobo
Doomer
Posts: 594
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Post by Lobo on Jan 15, 2023 4:34:36 GMT -5
I keep meaning to check this out and then get sidetracked.
Sounds really interesting, in particular the non-bsp approach (which is one of the major bottlenecks we have in EDGE-Classic).
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Lobo
Doomer
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Post by Lobo on Jan 15, 2023 5:18:47 GMT -5
Do I need some special setup to get this working?
-I tried via response file: doesn't work as it can't seem to find the file?
-Popping a doom2.wad into the same folder doesn't work: Can't find IWAD?
-Dragging and dropping IWAD onto helion.exe: no option on episode select screen so cannot start a game?
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Lobo
Doomer
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Post by Lobo on Jan 15, 2023 8:07:16 GMT -5
Posting for posterity: apparently my doom2.wad was a modified version. I used an original 1996 one and it worked.
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Post by hobomaster22 on Jan 15, 2023 15:25:35 GMT -5
Posting for posterity: apparently my doom2.wad was a modified version. I used an original 1996 one and it worked. Thanks for the response. I'm going to add an update to use the filename if there is no md5 match for the next release.
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Lobo
Doomer
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Post by Lobo on Jan 15, 2023 15:46:53 GMT -5
Cool!
Any chance of getting @response file support? I hate .bat 😉
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Post by hobomaster22 on Jan 16, 2023 6:51:43 GMT -5
Cool! Any chance of getting @response file support? I hate .bat 😉 Not likely. I've honestly never heard of it before you mentioned it. We have a lot of high priority stuff to work on.
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40oz
diRTbAg
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Post by 40oz on Jan 16, 2023 9:58:42 GMT -5
thats really cool. high performance is key. This would be a great jumping off point for people who port Doom to weird and unorthodox devices.
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Post by hobomaster22 on Jan 16, 2023 15:29:13 GMT -5
thats really cool. high performance is key. This would be a great jumping off point for people who port Doom to weird and unorthodox devices. For sure. Helion started because of our frustration with current ports struggling to render large maps. There are many threads of people complaining about their maps being slow, and people responding to the thread and telling them that their maps are 'too open'. Modern games render much more complex geometry and are able to render at very fast speed even on slower hardware, but Doom ports just choke. With Helion we really wanted to change this and use more modern rendering techniques so that large and complex open map geometry is not a bottleneck. And for the most part, we have exceeded this point. Something like Planisphere 2 is extremely fast for Helion. On my Mobile RTX 3070 the average FPS is around 1,400. Even my wife's garbage laptop from 2014 with some integrated Radeon card stays above 60 FPS running Planisphere 2. I am constantly thinking about the obnoxious map geometry I could create and not have to worry about huge slowdowns like with other ports. My free time is limited especially with working on Helion, so making such a map is kind of a dream right now.
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Post by hobomaster22 on Jan 31, 2023 14:25:14 GMT -5
Updated to 0.9.1.3Implemented quick save (F6). Implemented texture clamping for middle textures. (Previously some middle textures could have stray pixel rows) Fixed crash for reject index check. Fixed teleport specials to search tag zero. Fixed menu offsets. Resolved issue where things were loaded in reverse order from saves (probably only affected boss brain targets). Added PD_ANY, PD_ALL3, and PD_ALL6 dehacked strings. Added check for no ammo type. Fixes dehacked weapons that should have no ammo checks or 'infinite' ammo. Finished implementation of ZDoom skill definitions to be used in game. Falls back on IWAD filename if not found in MD5 list. IWAD now works with drag and drop. Fixed stalagmite lookup for dehacked. No longer rejects monster closets with plane scrollers. Empty monster closets no longer show in monsterclosets command.
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xeepeep
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Post by xeepeep on Feb 2, 2023 14:12:33 GMT -5
Finally got to try this out, I like it, feels mostly like doom but the player movement is kind of "heavy", isn't nearly as agile. Big gripe: doesn't look for wads in %doomwaddir% like almost all Doom source ports. You're in Risen3D's sorry company with this one. Had to make a hard link to my doom.wad. Little ones: no console auto completion, Esc doesn't exit the console, unusual variable names. Also I'm not sure if editing the INI file is the only way to rebind the keys.
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Post by hobomaster22 on Feb 4, 2023 8:09:53 GMT -5
Finally got to try this out, I like it, feels mostly like doom but the player movement is kind of "heavy", isn't nearly as agile. Big gripe: doesn't look for wads in %doomwaddir% like almost all Doom source ports. You're in Risen3D's sorry company with this one. Had to make a hard link to my doom.wad. Little ones: no console auto completion, Esc doesn't exit the console, unusual variable names. Also I'm not sure if editing the INI file is the only way to rebind the keys. What is your GPU? Some low end GPUs and mostly the low end Intels have bad OpenGL implementations that delay rendering. We can add the wad path. Honestly didn't know that existed as I've never used it, and you are the first person to bring it up. The console does auto complete, you have to press tab twice. The first time gives a list of potential matches and then the second will do it's best to autocomplete. With unusual variable names I'm guessing you mean 'doesn't match ZDoom?'.
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xeepeep
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Post by xeepeep on Feb 4, 2023 13:44:01 GMT -5
The rendering is great, no issues with that at all. I meant the player movement. It feels like the player has a lot more inertia than in "normal" doom. you have to press tab twice Ohhhhhhhhhhhhhh I'm guessing you mean 'doesn't match ZDoom?'. Pretty much XD
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