sultim-t / prboom-plus-rt

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Can't initialize ray tracing engine #19

Closed PaciTheOne closed 2 years ago

PaciTheOne commented 2 years ago

Sorry in advance if this is a dumb question.

Every time I try to open the .exe it starts by saying "Running "Doom: Ray Traced" for the first time. Ensure that the latest drivers are used." and then "Can't initialize ray tracing engine." I have the latest nvidia drivers installed and everything. The only thing that I can currently think of as the reason is that I don't have an RTX card, but it doesn't seem like I actually need one.

I'm probably just being very stupid right now, but could someone please tell my why this is happening?

sultim-t commented 2 years ago

You can check GPU compatibility here: https://vulkan.gpuinfo.org/listdevicescoverage.php?extension=VK_KHR_ray_tracing_pipeline&platform=all

PaciTheOne commented 2 years ago

You can check GPU compatibility here: https://vulkan.gpuinfo.org/listdevicescoverage.php?extension=VK_KHR_ray_tracing_pipeline&platform=all

Sorry if I'm not supposed to comment on closed issues, but I did. My GPU, the Titan X, is supported. But it still doesn't work for me.

ltomes commented 2 years ago

I have the same problem, same gpu as @BuzzKnightbeer.

Edit: @sultim-t What details can I provide to help with this?

It's a GA106 Revision A1

https://www.techpowerup.com/vgabios/235885/235885

ltomes commented 2 years ago

@BuzzKnightbeer I resolved my issue.

https://nvidia.custhelp.com/app/answers/detail/a_id/5182

Specifically, I installed Advanced Micro Devices, Inc. - Extension - 30.0.13002.23, before installing that, gpu-z reported the 3060 as not supporting Vulcan (but the AMD iGPU did). After installing that extension, both gpus report supporting Vulkin, and prboom runs as expected.

juanputrerasm commented 2 years ago

@BuzzKnightbeer I resolved my issue.

https://nvidia.custhelp.com/app/answers/detail/a_id/5182

Specifically, I installed Advanced Micro Devices, Inc. - Extension - 30.0.13002.23, before installing that, gpu-z reported the 3060 as not supporting Vulcan (but the AMD iGPU did). After installing that extension, both gpus report supporting Vulkin, and prboom runs as expected.

This solution worked for me also. Nvidia GeForce RTX 3070 Laptop GPU (v 30.0.15.1215) with AMD Radeon Vega iGPU (v 27.20.14044.4001 OEM)

rschitz commented 2 years ago

got the same issue on RTX 3090 with the latest driver

MadScientist75 commented 2 years ago

You can check GPU compatibility here: https://vulkan.gpuinfo.org/listdevicescoverage.php?extension=VK_KHR_ray_tracing_pipeline&platform=all

Sorry if I'm not supposed to comment on closed issues, but I did. My GPU, the Titan X, is supported. But it still doesn't work for me.

I think the issue is that the Pascal cards don't support newer ray tracing extensions. Specifically VK_KHR_ray_query as shown at the bottom of this comparison image

CUTWEST commented 2 years ago

I created an account just to comment. Im having the same issues.

GTX 1080ti....and judging by the comments majority of the people here are on Pascal hardware which leaves me to believe that this program only works specifically with RTX cards. If so the author needs to make that clear. Instead of saying this works on nvidia hardware he needs to specify RTX only.

ltomes commented 2 years ago

I created an account just to comment. Im having the same issues.

GTX 1080ti....and judging by the comments majority of the people here are on Pascal hardware which leaves me to believe that this program only works specifically with RTX cards. If so the author needs to make that clear. Instead of saying this works on nvidia hardware he needs to specify RTX only.

@sultim-t, if you're open to a refactor of the readme into a readme.md file (in root of repo), I can do that on https://github.com/ltomes/prboom-plus-rt/commit/920c55f8ce16f488847b535f0828c7280effe6bb

I can throw some details in on supported hardware.

shizukachan commented 2 years ago

Are you sure it's not just that DLSS is queried and Pascal fails? VK_KHR_ray_query isn't used by the engine.

See https://github.com/sultim-t/RayTracedGL1/pull/12 for issue on similar, non-DLSS-supporting hardware

MadScientist75 commented 2 years ago

Are you sure it's not just that DLSS is queried and Pascal fails? VK_KHR_ray_query isn't used by the engine.

See sultim-t/RayTracedGL1#12 for issue on similar, non-DLSS-supporting hardware

That may be it. I have no idea whether the game uses the extension, that was just a guess. How do you know that it doesn't use the VK_KHR_ray_query?

rschitz commented 2 years ago

got the same issue on RTX 3090 with the latest driver

with the 512.15 version from 03/22/2022 it's running fine, sorry about my previous statement.

gitsjd commented 2 years ago

Same here, gtx1070, using 512.15 Nvidia Drivers. The error I get is "l-SignalHandler: Exiting on signal: signal 11".

@sultim-t, unless I missed it, perhaps post what version of Windows 10 etc is required, as many are hitting these ongoing issues, which is maddening for us.

shizukachan commented 2 years ago

has anyone tried building without DLSS, eg. -DRG_WITH_NVIDIA_DLSS=OFF? That seems to be one of the many reasons device creation fails. See aforementioned pull request for better kind of fix.

Occupied commented 2 years ago

I assume Windows 10 is a requirement, it would be cool to add Windows 7 also. This article goes a little bit into DirectX 12 and Raytracing on Win7: https://www.pcgamesn.com/microsoft/directx12-nvidia-ray-tracing-windows-7

sultim-t commented 2 years ago

I use Windows 10/11, so no plans for Win7 :). Sorry

gitsjd commented 2 years ago

sultim-t, perhaps you should update release info to inform folks this does NOT work on non-RTX cards. It's causing confusion, time-wasting, and frustration amongst many here.

Calinou commented 2 years ago

For those looking to run PrBoom+ RT on a non-raytracing-capable GPU, download the 1.0.7 prerelease and replace RaytracedGL1.dll with the one linked here: https://github.com/sultim-t/prboom-plus-rt/issues/12#issuecomment-1113762046

It will be slow as emulating raytracing functionality using compute shaders is much slower than using dedicated RT units. Stick to a low resolution (ideally 4:3) and consider leaving the framerate cap to the vanilla 35 FPS.

gitsjd commented 2 years ago

Can confirm this works on 1070.