Stories
Slash Boxes
Comments

SoylentNews is people

posted by martyb on Saturday August 12 2017, @08:38AM   Printer-friendly
from the getting-the-fat-out? dept.

Doom 3: BFG Edition, the remastered version of Doom 3 (id Tech 4) which had its source code released in November 2012, has gained a Vulkan renderer (Vulkan is a graphics API successor to OpenGL that can better utilize multiple cores and GPUs):

Dustin Land of id Software has been working on the "vkNeo" project in his spare/personal time as a Vulkan renderer for Doom 3 BFG / idTech4, which was open-sourced a few years back. This is along the same lines as the vkQuake open-source port of the original Quake to running on Vulkan.

Doom 3 can easily run on nearly any modern PC these days with its classic OpenGL renderer, but now with Vulkan the game can run at 500+ frames per second in simple areas or 150~300 FPS in the more demanding areas of this first person shooter.

The Doom 3 Vulkan code was open-sourced over night via vkDOOM3 on GitHub for those interested. Land commented, "It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, Pipelines, etc."

This new build of Doom 3 is Windows-only for now but the code will be added to RBDOOM-3-BFG soon which does support Linux.

Previous story.


Original Submission

 
This discussion has been archived. No new comments can be posted.
Display Options Threshold/Breakthrough Mark All as Read Mark All as Unread
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
  • (Score: 3, Interesting) by jmorris on Sunday August 13 2017, @04:27AM

    by jmorris (4844) on Sunday August 13 2017, @04:27AM (#553113)

    Don't be a tard, K? Game studios, unless they are Id software or something, are not all that great at programming. They license an engine and shovel content into it until it is deemed shippable, then a point release or two to fix the worst day zero bugs, a few expansion packs and then onto the next game. A game studio these days has a lot of artists, modelers, level creators, writers, and all those creative types but not a lot of Mt. Dew swilling code jockeys anymore. What programming they do is more likely to be Python or Lua to drive the internals of the game engine. If they license an engine that is cross platform they MIGHT give enough of a crap to bother getting a Mac and Linux box and building those versions and they might not. If the engine they license (the key devs having prior experience with it being the primary reason to pick one over another) is Windows only or Windows and XBox only, that is what they use and they DO NOT CARE. They are in the entertainment business, not tech.

    Do I like that? I don't own a Windows PC so you figure it out. Thankfully Steam is starting to make some inroads in that thinking.

    Starting Score:    1  point
    Moderation   +1  
       Interesting=1, Total=1
    Extra 'Interesting' Modifier   0  
    Karma-Bonus Modifier   +1  

    Total Score:   3