Open soup587 opened 2 years ago
@sultim-t just tried the v1.0.4-noupscalers, didn't fix it (same error at startup) Windows 10, i5 12600k, GTX 1060 6GB, latest NVidia drivers
I'm getting the same error message with a 1080 Ti and the 512.15 drivers. It's a bit disappointing that you need an RTX card to get it to work properly, especially since it's technically possible to get RT on low poly games with old GPUs. Check out this demo.
Still no fix for us, 1070 with 5.12.15 drivers.
@sultim-t maybe it would be nice to know which shaders are required for PrBoom RT because it seems there's a shader that the app uses that doesn't 1000 series cards don't have but everyone higher else has.
I had high hopes I will be able to play this since I could have fun with Quake 2 RTX but with this Project I am getting the error listed in this thread. Using 1080TI with latest drivers (tried a few older versions just to be sure as well) on Win10 Pro 64 bit.
Same issue ( I_SignalHandler: Exiting on signal: signal 11 ):
Also same issue 1080 ti Windows 11 5950x Nvidia driver 512.15
I_SignalHandler: Exiting on signal: signal 11
Using the vidmode ogl works but of course disables the RT, and switching in-game or restarting to try RT gives same error
I'm getting the same error message with a 1080 Ti and the 512.15 drivers. It's a bit disappointing that you need an RTX card to get it to work properly, especially since it's technically possible to get RT on low poly games with old GPUs. Check out this demo.
Wow this demo is amazing!! Runs well even on a simple setup.
https://github.com/sultim-t/prboom-plus-rt/issues/74#issuecomment-1110010353
~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp //vulkan12Features.shaderFloat16 = 1; vulkan12Features.shaderFloat16 = 0;
With DLSS=off, should fix Pascal vk device creation
~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp //vulkan12Features.shaderFloat16 = 1; vulkan12Features.shaderFloat16 = 0;
With DLSS=off, should fix Pascal vk device creation
This error was eliminated on with Pascal video cards ?
~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp //vulkan12Features.shaderFloat16 = 1; vulkan12Features.shaderFloat16 = 0;
With DLSS=off, should fix Pascal vk device creation
Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.
And now we wait for the PR to go through and for us to finally play nicely raytraced Doom.
And now we wait for the PR to go through and for us to finally play nicely raytraced Doom.
I don't see any PR yet.
~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp //vulkan12Features.shaderFloat16 = 1; vulkan12Features.shaderFloat16 = 0;
With DLSS=off, should fix Pascal vk device creation
Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.
Mind sharing the binary with the rest of us?
~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp //vulkan12Features.shaderFloat16 = 1; vulkan12Features.shaderFloat16 = 0;
With DLSS=off, should fix Pascal vk device creation
Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.
Mind sharing the binary with the rest of us?
Here you go! :)
Now, I get a different error running version 1.0.6, and even when using the RayTracedLG1.dll from VanillaDeath: "Can't initialize ray tracing engine: RG cant find physical device". I'm using a GTX 1070.
~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp //vulkan12Features.shaderFloat16 = 1; vulkan12Features.shaderFloat16 = 0;
With DLSS=off, should fix Pascal vk device creation
Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.
Mind sharing the binary with the rest of us?
Here you go! :)
Thanks VanillaDeath! Works great on my GTX 1080!
~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp //vulkan12Features.shaderFloat16 = 1; vulkan12Features.shaderFloat16 = 0;
With DLSS=off, should fix Pascal vk device creation
Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.
Mind sharing the binary with the rest of us?
Here you go! :) RayTracedGL1.zip
Thanks VanillaDeath! Works great on my GTX 1080!
What build are you using? I'm getting the error Can't Initialize ray tracing engine: RG_WRONG_ARGUMENT
Asus GTX 1080TI here
~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp //vulkan12Features.shaderFloat16 = 1; vulkan12Features.shaderFloat16 = 0;
With DLSS=off, should fix Pascal vk device creation
Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.
Mind sharing the binary with the rest of us?
Here you go! :) RayTracedGL1.zip
Thanks VanillaDeath! Works great on my GTX 1080!
What build are you using? I'm getting the error Can't Initialize ray tracing engine: RG_WRONG_ARGUMENT
Asus GTX 1080TI here
I'm using the 1.07 pre-release found here: https://github.com/sultim-t/prboom-plus-rt/releases/tag/v2.6.1-rt1.0.7
Yeah that worked! seems like the binary would only work with that build. Shame, it looks like AMD FSR is broken so there's not much performance there to gain
Alright, I tried it out, and it works!
Very laggy, but that's expected of a 1080ti card.
Alright, I tried it out, and it works!
Very laggy, but that's expected of a 1080ti card.
Turn off AMD FSR and your framerate will more than double.
Alright, I tried it out, and it works! Very laggy, but that's expected of a 1080ti card.
Turn off AMD FSR and your framerate will more than double.
I went to make it to 300p. I'm honestly no longer that used to 30-60fps gameplay. EDIT: Turned it to 480p with a few minor settings tweaks, and now it works.
I can confirm the DLL linked above works with 1.0.7 on Linux (using WINE) on a GTX 1080.
AMD FSR works, but it can only be used if you use the native resolution. On a 2560×1440 display, FSR is too slow even with the Performance mode, so using 320×200 or perhaps 480p is a better bet. 320×200 makes it possible to target 60 FPS (often reaching more in practice), and 480p can target 35 FPS if reducing the number of light bounces to 1.
Unfortunately, it's not possible to use both resolution scaling and FSR. This could likely be changed, as it's not a technical limitation to my knowledge.
If you have trouble reaching 60+ FPS consistently, I recommend disabling this option in the PrBoom+ general options:
Counterintuitively, disabling uncapped framerate will reduce input lag (both mouse and keyboard) if you regularly dip below 60 FPS. This is because the engine will no longer bother doing physics interpolation of any kind, avoiding an one-frame delay that otherwise always occurs when physics interpolation is enabled.
On this GTX 1080, 480p on 16:9, 1 light bounce, uncapped framerate OFF can manage a locked 35 FPS with responsive enough gameplay – as responsive as it is in the original anyway :slightly_smiling_face:
(GTX 10xx) Confirmed working with 1.0.7 and RayTracedGL1.dll replacement. Thanks guys !
Confirming that worked as well, thanks for the help :)
Anyone else with a Ryzen 3000 generation chip? I have a 3500U (Vega 8 - laptop) and I get the same error message, "Can't Find Physical Device"
I tried the alternative DLL same thing, no help...
Is my Ryzen 3500 uncapable of having Ray Tracing at all? Or is it something I need to enable with Driver Updates? But I am already using 2022 drivers... I'm confused...
Now, I get a different error running version 1.0.6, and even when using the RayTracedLG1.dll from VanillaDeath: "Can't initialize ray tracing engine: RG cant find physical device". I'm using a GTX 1070.
same error message here... did you ever found a fix for this? I have AMD Ryzen 3000
"RG can't find physical device" happens with a graphics card that doesn't support the RTX 1.0 calls this game uses, I believe.
Anyone else with a Ryzen 3000 generation chip? I have a 3500U (Vega 8 - laptop) and I get the same error message, "Can't Find Physical Device"
Vega IGPs do not have hardware raytracing support, and the non-RTX fallback may not work on all GPUs (especially slow, integrated GPUs).
That said, I don't think your IGP would be able to deliver a good experience with this mod, even at 320×200 when targeting 35 FPS. The GTX 1060 (a much faster GPU) is already struggling in this situation.
Damn i'm so thankful for this little fix. Wish the repo owner would
On a 1060 i can run 480p and see around 25FPS with 1 light bounce turned on. ~60FPS on 320 x 200 with 2 light sources on, but that's a little too retro today :)
No matter what WAD I use and where I place it, PrBoom always crashes before even loading the title screen with an "Exiting on signal: signal 11" error. Looking it up doesn't really give me any solutions (despite this being a thing in PrBoom for years)