DUDE 0.9.2
DUDE 0.9.2 — RTX elements, GPU skinning, and Lost Mission
A feature release on top of 0.9.1.
The big story is ray tracing: on a Vulkan RTX GPU, DUDE now ray-traces sun shadows,
moving-light shadows, and shadows cast by animated monsters, wrapped up in a new
Ultra Nightmare preset. GPU skinning becomes the default on Vulkan, and The Lost
Mission now runs natively.
Changed since 0.9.1
The Lost Mission
- The Lost Mission (d3le) runs natively on DUDE via a built-in game library — no
extra DLLs. Drop the Lost Mission data in and it loads by name.
Ray tracing (Vulkan + RTX)
- New "Ultra Nightmare" preset — the RT-gated tier above Nightmare. Enables
ray-traced sun and moving-light shadows on capable hardware; falls back cleanly to
the Nightmare raster path on everything else. - Ray-traced sun shadows (
r_rtSunShadows): crisp, leak-free sun/moonlight
shadows. The expensive raster sun shadow-map render is now skipped entirely whenever
the sun is served by ray tracing. - Animated monsters cast ray-traced shadows (
r_rtMonsterShadows): enemies and
other skinned characters now throw correct RT shadows, including alpha-tested
(perforated) surfaces. - Ray-traced shadows for moving point lights (
r_rtMovingLights): dynamic lights
that move through the world cast true ray-traced shadows instead of the raster
scratch cube. - RT stays cheap at rest: the acceleration structure is only rebuilt when the scene
actually changes, so ray tracing costs almost nothing in a static view. - RT shadow toggles are exposed in the in-game Shadows settings group (shown only
when your GPU supports ray tracing).
Rendering
- GPU skinning is now the default on Vulkan (Medium preset and up). Animated
characters are skinned on the GPU, freeing CPU frame time. Potato/Low keep the
faithful CPU path. - Better tessellated characters: MD5 mesh seams are welded on the plain
tessellation path too (not only under GPU skinning), fixing visible cracks at arms
and shoulders on the tessellation presets. - Cheaper dynamic shadows: moving lights' scratch shadow cube renders at half
resolution by default (r_shadowMapSplitDynDrop), full-resolution on Nightmare —
a measurable cube-pass cost cut with no visible difference on movers. - Chromatic aberration post effect (
r_postChromaticAberration): a subtle
scene-only lens fringe that runs before the HUD, so the crosshair and UI stay crisp.
Content & UI
- Simpler anti-aliasing menu: post-AA is now a single selector —
Off / FXAA / SMAA / FSR2 (TAA) — instead of overlapping toggles.
Setup (same as 0.9.1)
You need the original DOOM 3 / Resurrection of Evil game data (base/*.pk4,
d3xp/*.pk4) from your own copy (Steam/GOG classic, not the BFG Edition).
- Windows (64-bit): unzip and copy the contents of the
dude-0.9.2-win64
folder into your Doom 3 directory, next tobase/(the included pk4/config files
merge intobase/). Or run from anywhere with+set fs_basepath "C:\path\to\Doom 3". - Linux (x86_64): untar and copy the contents into your Doom 3 directory the same
way, run./dude.
Renderer selection: +set r_graphicsAPI opengl|opengl3|vulkan or the in-game menu.
Ray tracing requires the Vulkan renderer and an RTX / ray-query-capable GPU.
Configs/saves live in ~/.local/share/dude (Linux) / Documents/My Games/dude (Windows).
Optional download: baked ambient-occlusion pack
dude-0.9.2-baked-ao.zip (~100 MB): precomputed per-material AO maps for subtle
contact shading on world surfaces, props and weapons. Extract into your Doom 3
directory the same way. Entirely optional.
DUDE is GPLv3 — source at https://github.com/Inkub0/dude.