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Motion vectors, better lights, explosion performance

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@postmemetic postmemetic released this 30 Aug 01:27

Bunch of polish items that make the whole experience quite a bit nicer in this one! For one, say goodbye to most of those blurry doors, lifts, and panels! I got motion vector support in for many of those cases that should eliminate surface blurring when running with either the denoiser or DLRR.

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Before

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After

I also got rocket shadowcasting back in!

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Lastly, there were some significant performance hits when many explosions spawned, and I got those reduced drastically via better indirect ray trace work discarding and analytic light workload bounding.

How to install/run:

  1. Purchase and install Duke Nukem 3D: 20th Anniversary World Tour (or otherwise have it installed on your computer - you need a commercial version of Duke 3D to use with the Duke-RT engine fork)
  2. Download the .zip file in the assets section from this release
  3. Unzip Duke-RT to your computer
  4. Run launch-duke-rt.cmd in that folder
  5. Give it the path to your Duke 3D install (if it doesn't find it automatically)
  6. Let it grab the normal maps from Duke World Tour (if that's your Duke version, will still work without them)
  7. Let it open your browser to grab the voxels
  8. Download the voxels from that site
  9. Go back to the Duke-RT console window and hit enter
  10. Let it unpack the voxels into its own directory for you
  11. Proceed into the game
  12. Always run via launch-duke-rt.cmd in the future
before-after

New features:

  • Proper motion vectors for non-blurry animating wall bands (lifts, doors, etc)
  • Added FSR3 upscaling support
  • Frame generation (FSR) now works in fullscreen mode and in HDR (although I think HDR fails occasionally)
  • New system to mark parts of voxel actors to glow and other parts to cast and receive shadows normally
  • Now actually build production shaders with diagnostics removed
before-after-3

Bug fixes:

  • Perf way better on scripted events that spawn many explosions, like shooting a reactor
  • Got analytic lights from RPG projectiles and explosions casting shadows again
  • Fixed E1L1 still able to see geometry intrusions from far enough away in lobby
  • Renderer now actually honors FPS limit settings
  • Crosshair settings work in-game rather than appearing as green squares
  • Fixed some voxel actors flickering red from time to time, like atomic health and flames
  • Fixed some light/shadows escaping the denoiser, but not upscalers (E2L1 window light near start)
  • Made it so Battlelords and other monsters don't rotate toward the player after death
6

What's coming next:

  • Water and other fluids
  • AMD support
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