VkNeo: Open-Source Doom 3 Now Has A Vulkan Renderer
A few days back I wrote about an open-source Vulkan renderer coming for Doom 3, yes, the classic id Software video game. That Vulkan renderer for the id Tech 4 engine is now available.
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."
How much code did it take to write for a Vulkan renderer for Doom 3? The Vulkan renderer code roughly comes in at 11,178 lines, not counting the SPIR-V/shaders.
Do note that VkNeo/vkDoom3 is listed as Windows-only for now. But fear not as Robert Beckebans has already communicated he plans to pull this Vulkan renderer into his RBDOOM-3-BFG code-base, which does support Linux (and working benchmarking support too) and has seen commits as recently as two weeks ago. RBDOOM-3-BFG is one of the rare progressing open-source projects around the open Doom 3 code-base with ioDoom3 sadly not having seen any commits in about two years. Another open-source Doom 3 code-base with Linux support that has at least seen commits back in April is Dhewm3. Once there is working Vulkan Doom 3 on Linux, there will be some benchmarking for fun.
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."
How much code did it take to write for a Vulkan renderer for Doom 3? The Vulkan renderer code roughly comes in at 11,178 lines, not counting the SPIR-V/shaders.
Do note that VkNeo/vkDoom3 is listed as Windows-only for now. But fear not as Robert Beckebans has already communicated he plans to pull this Vulkan renderer into his RBDOOM-3-BFG code-base, which does support Linux (and working benchmarking support too) and has seen commits as recently as two weeks ago. RBDOOM-3-BFG is one of the rare progressing open-source projects around the open Doom 3 code-base with ioDoom3 sadly not having seen any commits in about two years. Another open-source Doom 3 code-base with Linux support that has at least seen commits back in April is Dhewm3. Once there is working Vulkan Doom 3 on Linux, there will be some benchmarking for fun.
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