Serious Sam Gets A Fully Ray Traced Upgrade! Graphics Comparison, Performance + More

Ойындар

Serious Sam is a classic PC shooter that's celebrating its 20th birthday this year - and software engineer 'sultim-t' has delivered a fully path-traced mod, similar to Quake 2 RTX. So how does it look and how well does it run? Alex checks it out.
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Пікірлер: 656

  • @SimplexPL
    @SimplexPL2 жыл бұрын

    "Path traced version is lit." I agree with this statement.

  • @CaveyMoth

    @CaveyMoth

    2 жыл бұрын

    Seriously lit

  • @blakegriplingph
    @blakegriplingph2 жыл бұрын

    Croteam: Aight fam, you cool. Take-Two: Let me introduce you to our legal team.

  • @OugaBoogaShockwave

    @OugaBoogaShockwave

    2 жыл бұрын

    what ?

  • @vojtazem6634

    @vojtazem6634

    2 жыл бұрын

    Thank god Croteam are under Devolver Digital.

  • @zorn2017

    @zorn2017

    2 жыл бұрын

    Serious Sam games tend to have official mod support tho

  • @fensoxx

    @fensoxx

    2 жыл бұрын

    I know this has been said a hundred times but I’ll say it again… if companies would just realize that these fan made projects INCREASE their game’s value and community and don’t detract… they make MORE money in the long run from a vibrant user base. Man…..

  • @OugaBoogaShockwave

    @OugaBoogaShockwave

    2 жыл бұрын

    @@fensoxx of course, but then they can't release the same rehash yearly which makes more $$$

  • @SilverEye91
    @SilverEye912 жыл бұрын

    It's such a shame that lens flares aren't in the path trace mod because to me, as silly as it sounds, those lens flares is a huge part of the original games look to me.

  • @ivyssauro123

    @ivyssauro123

    2 жыл бұрын

    It's not silly, it's an integral part of the original art design. It should be relatively easy to add it back? I'm not sure why it was taken out

  • @sanctemify

    @sanctemify

    2 жыл бұрын

    …. All the work this dev did for free…. And we’re talking about missing Lens flares? Really?

  • @ivyssauro123

    @ivyssauro123

    2 жыл бұрын

    @@sanctemify yeah..? Just cause it's free doesn't make it perfect or immune to critique. Specially constructive criticism.

  • @SilverEye91

    @SilverEye91

    2 жыл бұрын

    @@sanctemify What? It's constructive criticism. I'm not going "this sux lol"

  • @alexsilva28

    @alexsilva28

    2 жыл бұрын

    Before all these fancy RTX nonsense I always used to be mesmerized by a good lense flare in a game. Just like the guy that reviews toilets in videogames I used to be obsessed for light flares in my games and line them up by slowly moving the camera

  • @Demmrir
    @Demmrir2 жыл бұрын

    Path tracing does more for old games than new ones. I would still dearly love to see someone make a path-traced Deus Ex. That game, with neon and shiny surfaces everywhere, is basically the ideal.

  • @richardtucker5938

    @richardtucker5938

    2 жыл бұрын

    oh jeeze that would be really great actually

  • @psionski

    @psionski

    2 жыл бұрын

    Just buy Cyberpunk 2077, with RT lighting set to “psycho” you get RTGI.

  • @theavidgamer6213

    @theavidgamer6213

    2 жыл бұрын

    @@psionski as nice as this sounds, I'm afraid people want to play good games instead

  • @psionski

    @psionski

    2 жыл бұрын

    @@theavidgamer6213 I don’t think I’ve played many games where I’ve sunk 130 hours and it seems like I could easily play for 100-200 hours more... for me at least, CP2077 is up there with the best of them (although I know some people don’t like it - but no idea why, I couldn’t find a single person that was able to coherently explain what they think is wrong with that game).

  • @ivyssauro123

    @ivyssauro123

    2 жыл бұрын

    Yeah that's cause old games fake lighting was very crude, while modern games raster lighting got insanely good at "faking" it to the point the differences are minimal/a matter of taste.

  • @xkiroxX
    @xkiroxX2 жыл бұрын

    My dream is having the old thief games upgraded like this.

  • @victfv

    @victfv

    2 жыл бұрын

    Even those shadow volumes like in Deadly Shadows would be nice.

  • @ivyssauro123

    @ivyssauro123

    2 жыл бұрын

    BRO! How come no one thought about this before, if there's one game that needs it it's the OG thief games

  • @schlockd3830

    @schlockd3830

    2 жыл бұрын

    It wouldn't really work since Thief's gameplay & noir-ish art direction depends on very deliberately placed, unrealistic shadows. Would still be cool to see though.

  • @ivyssauro123

    @ivyssauro123

    2 жыл бұрын

    @@schlockd3830 Well observed, but I disagree, you can dim the lights and adjust the roughness cutoff to the point you'd get very realistic soft indirect, but still very dark and deep shadows. The reason it kills moody and dark atmospheric games is because of bad and haphazard implementation that don't account for the art and atmosphere of a game(like Metro Exodus), but it certainly can be done.

  • @milklordnomadic

    @milklordnomadic

    2 жыл бұрын

    @@victfv I LOVE how graphics looked during that little period like thief: ds and dx:iw. That really would be a dream come true

  • @alarak2159
    @alarak21592 жыл бұрын

    2001 wins over in art direction and aesthetic appeal in my book.

  • @titntin5178

    @titntin5178

    2 жыл бұрын

    I can only agree.

  • 2 жыл бұрын

    This is why I like limitations. They force developers to go with their own art style. Some game devs placed lights at places where they shouldn't be for lightmap generation but it still looks good. Realistic? NO. Interesting? Definitely. Look at Quake 64. I personally like the lighting. Many of the colored lights don't make any sense there but... it looks nice.

  • @philharper1717

    @philharper1717

    2 жыл бұрын

    Absolutely

  • @RJ-vy9ch

    @RJ-vy9ch

    2 жыл бұрын

    Completely agree, especially with the water. It goes from mystical and fantastical to drab and boring in this “update”.

  • @saisameer8771

    @saisameer8771

    2 жыл бұрын

    Serious Sam has aged better than most games of it's time visually. When I played it recently I was surprised how gorgeous some parts look. The blue sky contrasting with the the whitish yellow sand is just beautiful and a lot of it is due to the art style. The remakes unfortunately have a way more photo realistic look.

  • @NoToeLong
    @NoToeLong2 жыл бұрын

    The dark interiors look nice, but it would probably be a complete pain to actually play since the game wasn't balanced for this lighting. You'll be getting swarmed by dozens of enemies in near-complete darkness, with only a tiny flashlight and some muzzleflashes to light the way.

  • @lampenpam

    @lampenpam

    2 жыл бұрын

    You can see some combat in dark areas in the video. The flashlight iluminates the entire room well enough to fight and several guns emit light as well so it didn't look lik too much of a problem. Though it may actually be an interesting gameplay mechanic using things like the plasma rifle more in darker areas EDIT: I forgot that the other hitscan guns probably also have muzzle-flash that also illuminates the room, so what ever you do, there will probably be enough light.

  • @kiriusview9251

    @kiriusview9251

    2 жыл бұрын

    Another issue is whatever is going on with health bottles. They become almost invisible because there isn't any liquid visible, they just look like perfectiely reflecive shapes.

  • @IonoTheFanatics

    @IonoTheFanatics

    2 жыл бұрын

    It looks like the both the muzzle flashes and the flashlight provide quite a bit of illumination though (remember, this is ray traced illumination, not the typical worthless static illumination from flashlight in non ray traced games) and this is serious sam... the guns don't stop firing when the fight starts..

  • @insme

    @insme

    2 жыл бұрын

    The flashlight isn't tiny

  • @B.D.F.

    @B.D.F.

    2 жыл бұрын

    So it’s… realistic because the real world isn’t designed to perfectly lit all the time? Light doesn’t care what you prefer or what’s best for your eyes, it’s a bunch of photons following causality.

  • @FigmentHF
    @FigmentHF2 жыл бұрын

    It’s quite crazy how textures and RTX alone can make some old, low geometry environments look close to photo realistic

  • @H3llBaron

    @H3llBaron

    2 жыл бұрын

    Remember how works our eyes, we see the light, then colors. Serious Sam games had ever taken colors very SERIOUSLY!

  • @jatinnegi4275

    @jatinnegi4275

    2 жыл бұрын

    Hd version

  • @fabiosarts

    @fabiosarts

    2 жыл бұрын

    a couple of years ago, i ported the first doom map to Unreal 4 using the original textures plus handmade normals and roughness map, it looked like a whole different game :)

  • @WTFBOOMDOOM

    @WTFBOOMDOOM

    Жыл бұрын

    To be honest, the original game looked absolutely incredible in 2001. Look at 3:44 on the left, that's pretty good to begin with, though it just uses precalculated lightmaps. It used so much technologically impressive eye candy, like detail textures (which are visible once you're close to an object, in addition to the main texture), specular, reflections, even bump mapping, though very sparingly. What's even more important though is the art style and decisions they made. You could be handed a good engine made by another studio and end up making unimpressive environments. They not only made the technology, but also used it creatively and thoughtfully.

  • @CharcharoExplorer
    @CharcharoExplorer2 жыл бұрын

    A surprise to see you guys cover this, but I am pleased.

  • @HShango

    @HShango

    2 жыл бұрын

    Meh

  • @niks660097

    @niks660097

    2 жыл бұрын

    @@HShango why meh!?, serious sam is one the best stress buster game ever made, this is a good time for rdna2 and post turing gpu owners to play it again...

  • @applehazeva2739

    @applehazeva2739

    2 жыл бұрын

    A surprise to be sure but a welcome one

  • @psionski

    @psionski

    2 жыл бұрын

    I’m pretty sure he was joking :D If something has raytracing in it, that’s 100% guarantee that DF will cover it. And they’re also huge fans of retro gaming. So them covering this is a no-brainer.

  • @tkermi

    @tkermi

    2 жыл бұрын

    Would be great to see something like this for Outlaws (LucasArts, 1997). What a great game!

  • @antivanti
    @antivanti2 жыл бұрын

    I want pathtraced Quake 1 and Deus Ex 🙏

  • @AchiragChiragg

    @AchiragChiragg

    2 жыл бұрын

    Isn't there Quake with Raytracing already?

  • @deemster4249

    @deemster4249

    2 жыл бұрын

    @@AchiragChiragg Only Quake 2

  • @applemt0157

    @applemt0157

    2 жыл бұрын

    @@deemster4249 i feel you

  • @Tomico.

    @Tomico.

    2 жыл бұрын

    Q1 wouldd be sic!!

  • @applemt0157

    @applemt0157

    2 жыл бұрын

    @@Tomico. there acctually is a very glitchy and unbalanced version

  • @nathancharnas
    @nathancharnas2 жыл бұрын

    Love how the description says the game is Counter-Strike: Global Offensive.

  • @cosmosofinfinity

    @cosmosofinfinity

    2 жыл бұрын

    KZread is not very serious, it seems

  • @greendude0420

    @greendude0420

    2 жыл бұрын

    I mean all ranked matches be like that in CS:go right it’s been awhile since I’ve played.

  • @alexsilva28

    @alexsilva28

    2 жыл бұрын

    Lol

  • @Shnowz

    @Shnowz

    2 жыл бұрын

    It's clearly source

  • @ryanschindler923
    @ryanschindler9232 жыл бұрын

    Man the original Bioshock would be a so sick with path tracing, someone make it happen!!!

  • @seannicholes

    @seannicholes

    Жыл бұрын

    People have hacked RTGI into it with very good success. I think all three can work with it very well. I always wanted to use it with infinite, but after playing it the last time I think it has a GI solution anyway. Fully RT version would be insane.

  • @LavosYT
    @LavosYT2 жыл бұрын

    I'd like to mention that the HD remakes of the first games are amazing and really worth trying out, they're lots of fun

  • @RodniDemental

    @RodniDemental

    2 жыл бұрын

    I always wondered about those.. I played lots of xbla in the day but these didn't get released in my region

  • @turrican4d599

    @turrican4d599

    2 жыл бұрын

    @@RodniDemental I wanted to buy it back then, but then my XBL-account got stolen.

  • @Calinou

    @Calinou

    2 жыл бұрын

    The HD remakes are missing some features such as gravity-changing level sections, but they've aged beautifully and run very well on modern hardware. They also have a Vulkan renderer if you use Serious Sam Fusion :)

  • @RJ-91

    @RJ-91

    2 жыл бұрын

    @@RodniDemental the serious sam collection consisting of serious sam FE HD, SE HD & 3:BFE; are on xbox one/series X|S and ps4/ps5.

  • @charlieking7600

    @charlieking7600

    2 жыл бұрын

    @@Calinou yeah, those miss gravity tricks, but TSE HD has at least new 10 secrets. I would like also mention that HD versions also have some balance fixes.

  • @ArvidOlson
    @ArvidOlson2 жыл бұрын

    Path traced lighting really is a “just stick it on (and do lot’s of work to make it work) and your game will look amazing.

  • @theboy181
    @theboy1812 жыл бұрын

    The light from the heart would look better if it increased it's intensity as it pulsated. The surface area would increase, and the light should become more intense.

  • @ZetZatar
    @ZetZatar2 жыл бұрын

    Neat, but those indoor scenes are WAY too dark though. Gunfights in there with only muzzle flashes is going to give some people seizures.

  • @TheT0nedude

    @TheT0nedude

    2 жыл бұрын

    Well if anyone is susceptible then don't play it.

  • @DubElementMusic

    @DubElementMusic

    2 жыл бұрын

    nah i tryed it oud and its totally fine, but the problem is more that the pathtracing isnt really good, there is a LOT of noising, ghosting and flickering, and also the aiming is very strange because there is some kind of mouse acceleration you cant turn off..... its just not fun at all. i recommend the quake 2 RTX...... but its ok, serious sam TFE was only 7 bucks. but yea, even on ultra RT its not very impressive in this game, and the gameplay also totally sucks because there are constantly spawning enemys behind you.

  • @jatinnegi4275

    @jatinnegi4275

    2 жыл бұрын

    How to turn on flash

  • @bgtubber
    @bgtubber2 жыл бұрын

    It's interesting, but the ray tracing feels tacked on instead of meshing together and adding to the atmosphere. Some scenes look pretty good and improve the atmosphere, but others not that much and even take away from it. Maybe it will look better if it's remade from the ground up with ray tracing in mind. And WTF, no lens flares and fog? Blasphemy! 😄 These were one of the highlights of the Serious Engine and it blew my mind as a kid. They add so much to the graphics and the art of the original Serious Sam games. So yea, I think I still prefer the original graphics more. I appreciate the effort though. Maybe they will try to improve in these areas.

  • @loganwolv3393

    @loganwolv3393

    2 жыл бұрын

    Idk, for me all the scenes look better, except the one where lensflare is present on the 2001 version i suppose lol.

  • @opinali

    @opinali

    2 жыл бұрын

    Lack of fog and also lack of any motion blur, modern antialiasing and filtering etc. make this game very hard to play on modern displays, like my ultrawide 34". Fast turning and running are extremely uncomfortable on my eyes. This is true even for the unmodified game that at least has the fog. I guess it worked better on the 15" Trinitron CRT monitors that gamers had back in 2001; the much lower FOV of smaller monitors helped a lot, and also the natural persistence of CRT phosphor which did not require motion blur.

  • @dagrimmreepa

    @dagrimmreepa

    2 жыл бұрын

    @@opinali motion blur lol. Ultrawide with high frames yet everything looks like vaseline whenever you turn or move. Yeah, great idea

  • @razvanmazilu6284
    @razvanmazilu62842 жыл бұрын

    For me this is one of those cases where the idea is cooler than the execution, which is pretty much how I also felt about Quake 2 RTX. Technically this is probably superior in every possible way to the original, but I just don't like how it messes with the original art direction. Taking levels that were designed with a certain lighting technology in mind and plopping path tracing into them can often completely change the way they feel and play and not necessarily for the better. Of course, this is all subjective, so don't kill me for this opinion.

  • @BainesMkII

    @BainesMkII

    2 жыл бұрын

    I agree. I think the fully lit outdoor areas look great. Removing the lighting from enclosed areas, to the point the creator felt the need to add a flashlight to compensate, has to have a major impact on how those areas play. This is true to varying degrees in other areas, like how the new weapon textures make the weapons less distinct when in shadow, or how the mod creator (IMO) went overboard on the potion's glass and liquid. Honestly, the more I see of lighting "upgrades" (not just recent path tracing, but also new dynamic lights and color effects of other efforts as well), the more often I find the results can feel worse than the original game.

  • @dnegel9546

    @dnegel9546

    2 жыл бұрын

    I agree. I just don't see the hype behind rtx.

  • @recklesflam1ngo968

    @recklesflam1ngo968

    2 жыл бұрын

    @@dnegel9546 Ray Tracing is one of the next steps towards much more realistic lighting and reflections in games.... it's just not *quite* there yet in terms of performance, ect.

  • @VoxyGon

    @VoxyGon

    2 жыл бұрын

    I agree with this assessment as well. While I applaud the effort put into the renderer by the community, I still prefer the look of the original game. It is also impressive how well the original holds up for being such an old game. The path tracing removes more than it adds (in my opinion). The original art is quite good and designed around the limitations at the time, whereas I feel the path tracer is fighting against those limitations and often not coming out on top (because the art was not designed around a path traced lighting solution). Very cool project, though, and I'm sure the people working on it are learning a lot.

  • @dnegel9546

    @dnegel9546

    2 жыл бұрын

    @xg223 also as a normal and in my case casual gamer/consumer I just don't think it's worth having rtx on exchange for a huge hit on performance or resolution. And in many rtx enabled games both take a major hit. I mean in the video that's a rtx3090 barely hitting 60fps on a game from 2001. In exchange for better looking water. 😒.

  • @TheGodlessCosmonaut
    @TheGodlessCosmonaut2 жыл бұрын

    If you have to implement an entirely new mechanic to make the game visible, then you've probably in some wary majorly distorted the original intention of the artwork. Looks great in exterior shots, but interior is an epilepsy-inducing headache.

  • @Vynzent

    @Vynzent

    2 жыл бұрын

    I would assume the overly bright interiors were done for gameplay. I can't imagine anyone would make it look so hideous because of art direction.

  • @nadirjofas3140

    @nadirjofas3140

    2 жыл бұрын

    I don't think exterior shots look great either.

  • @cosmic_gate476
    @cosmic_gate4762 жыл бұрын

    0:26 that desktop and those icons are pure nostalgia for me

  • @Dragonfury3000
    @Dragonfury30002 жыл бұрын

    The interiors look way too dark. Total darkness isn't improved atmosphere

  • @alexsilva28

    @alexsilva28

    2 жыл бұрын

    What is this? Doom 3?

  • @bigtnaples
    @bigtnaples2 жыл бұрын

    Awesome. Any word on the Nvidia studio that was supposed to be upgrading old classics with RTX? Nvidia announced it shortly after Quake II RTX, and given the dev time of that update it seems strange we haven’t heard or seen anything since…

  • @DaryleHamel
    @DaryleHamel2 жыл бұрын

    Going back and "path-tracing" from a technical standpoint doesn't account for the ART team's vision / motives. That's why a flashlight had to be added- and I'm sure that's not what the original art team intended.

  • @MrALenCar321
    @MrALenCar3212 жыл бұрын

    Ah one of my favourite games. I remember playing it flawlessly with my 8600 GT.

  • @crregazzamerone
    @crregazzamerone2 жыл бұрын

    Wow.. finally more love for Serious Sam series. Just wow.

  • @threecats8219

    @threecats8219

    2 жыл бұрын

    ... and don't it look good.

  • @Thicc_Boyo
    @Thicc_Boyo2 жыл бұрын

    8:12 It looks like the rate of muzzle flashes is capped and doesn't match the weapon's rate of fire. Maybe it's to prevent the screen from flashing too quickly?

  • @reNINTENDO
    @reNINTENDO2 жыл бұрын

    Seeing the boulder in the gun's reflection at 16:38 is both funny and amazing. I still can't believe we're at this point in graphics, and it's still young.

  • @Genkaku
    @Genkaku2 жыл бұрын

    Man, this game still gives me warm feelings 20 years after discovering it 😍 It wasn't a big release at all, so I am glad I stumbled across this title!

  • @puddingtopf
    @puddingtopf2 жыл бұрын

    Oh wow, cool to see a video about this project. I was one of the testers. lol

  • @renereiche
    @renereiche2 жыл бұрын

    Don't get me wrong, I love raytracing, but here - in any scene that doesn't have reflections in it - the path traced version either looks very same'y or it changes the art direction in a way where the original's less harsh lighting and shadows made the game look better imo.

  • @Mmmjakis
    @Mmmjakis2 жыл бұрын

    5:56 Alex turns into a hillbilly

  • @samgee500
    @samgee5002 жыл бұрын

    I prefer the original look

  • @807D14M0ND5

    @807D14M0ND5

    2 жыл бұрын

    Same. I still enjoy this as a tech showcase

  • @carlschildhauer6889
    @carlschildhauer68892 жыл бұрын

    Would be nice to see a ray-traced version of the original Tomb Raider games.

  • @fensoxx

    @fensoxx

    2 жыл бұрын

    Dude heck yeah! I was just thinking about the original a few weeks back. Those were very zen like games. The quiet lack of music (mostly), the slow paced exploration and tricky ass jumps. I would love a reason to replay them.

  • @carlschildhauer6889

    @carlschildhauer6889

    2 жыл бұрын

    ​@@fensoxx Totally agree! The menu music give me chills to this day.

  • @ZylonBane
    @ZylonBane Жыл бұрын

    I never realized "unmotivated" (5:55) was such a tricky word to pronounce.

  • @sebbysebbseb
    @sebbysebbseb2 жыл бұрын

    I love the green reflection on the walls from the green bullets.

  • @suprem1ty
    @suprem1ty2 жыл бұрын

    I can't believe how much effort the author(s) put in, this looks great. I imagine it is deceptively difficult to get path traced RT looking so good in an old game like this, that wasn't designed around that kind of tech

  • @SamueleNetwork
    @SamueleNetwork2 жыл бұрын

    Serious Sam was the shit back in the day! It was so fun

  • @CricetoFunni
    @CricetoFunni2 жыл бұрын

    They've now added DLSS support and I'd love to see how that improves performance in certain scenes.

  • @TheSektor13
    @TheSektor132 жыл бұрын

    Original looks cartoony and dreamy, It has superb atmosphere. This look more real and for me it takes out the enique feeling the game has.

  • @pferreira1983

    @pferreira1983

    2 жыл бұрын

    It didn't look cartoony but yeah it had a nice atmosphere.

  • @Bourega
    @Bourega2 жыл бұрын

    All shotguns need to be that shiny in every game now

  • @DarkstarArchangel
    @DarkstarArchangel2 жыл бұрын

    I am glad the Ray-Tracing affects have been made for the classic version, because the classic version also has special gravity mechanics from Second Encounter (as well as the multiplayer game). Not to say that the HD version should not also get Ray Tracing.

  • @Miotaczdrugi
    @Miotaczdrugi Жыл бұрын

    This game with Raytrancing like a childhood memory.

  • @mrniceguy7168
    @mrniceguy71682 жыл бұрын

    I don’t like the dark halls but the muzzle flash lighting them up is awesome

  • @RyanGatts
    @RyanGatts2 жыл бұрын

    Love the lighting, I don't know about the bloom kernel tho, I feel like the bloom needs to either be turned down in intensity slightly or needs to have a steeper, wider falloff to look correct to my eye.

  • @teo20515
    @teo205152 жыл бұрын

    Guess it's time to replay this bad boy once again ! Awesome video btw as always

  • @Nobutehuhh
    @Nobutehuhh2 жыл бұрын

    Not sure if I’m into the way “realistic” water meshes with the animated caustics. I think I prefer the stylized blue water of the original.

  • @RelakS__
    @RelakS__2 жыл бұрын

    I have tried it but it was unplayable for me. The mouse were like super sensitive or unpredictable whatever I set. I will give another try but before I will set up a mouse profile for the game. I hope it will solve it, because the game looks cool with RT.

  • @Nicholas_Steel
    @Nicholas_Steel2 жыл бұрын

    Now we need path traced Quake 1...

  • @DarkReturns1

    @DarkReturns1

    2 жыл бұрын

    My vote is for OG Doom

  • @MadsterV

    @MadsterV

    2 жыл бұрын

    @@DarkReturns1 Doom would definitely look terrible. It didn't have light sources like Quake did.

  • @SeriousZone
    @SeriousZone2 жыл бұрын

    You guys should analyze Serious Sam 4, see why it runs the way it runs.

  • @JustinQuinn623

    @JustinQuinn623

    2 жыл бұрын

    Simple. Look how many polygons are in many of the models. The best example is the small spider enemy. You know, the one that can come in swarms of hundreds, potentially...

  • @LewdSCP1471A

    @LewdSCP1471A

    2 жыл бұрын

    @@JustinQuinn623 high poly models arent actually as big of an issue as people make it out to be, LODs typically solve that problem by themselves.

  • @threecats8219
    @threecats82192 жыл бұрын

    15:00 it looks beautiful. You know they say 'time flies when you're having fun'. Well that video seemed to pass in about three to four minutes. (It would be great if Croteam let this be a workable mod on Steam. A mod with all the stuff you need to play it, included in the download.)

  • @pferreira1983

    @pferreira1983

    2 жыл бұрын

    But does it play beautiful? 😉

  • @wattouk
    @wattouk2 жыл бұрын

    Ah, that introduction to the Beheaded Kamikaze. I remember it well.

  • @ericsilva7430
    @ericsilva74302 жыл бұрын

    This already out? where i download the upgrade and buy this version of the game?

  • @MadPropzBaller
    @MadPropzBaller2 жыл бұрын

    Does this work in the VR versions?

  • @amaranthine-one
    @amaranthine-one2 жыл бұрын

    so happy to see that on this channel

  • @user-tq4fg1he3e
    @user-tq4fg1he3e Жыл бұрын

    The flashlight doesn't work for me, I can't even bind the key, I've pressed all the buttons but it doesn't work

  • @andreasstichow1680
    @andreasstichow16802 жыл бұрын

    One of my all time favourites!

  • @jonzie24
    @jonzie242 жыл бұрын

    Would love for someone to do the same thing to Hexen 2. That was one of the first games I've ever played on my first PC, I still have fond memories of it.

  • @monocore
    @monocore2 жыл бұрын

    Serious (ahahah) question, how's the state of color management in videogames? Are they using linear space? Is math calculated that way? Or is it that everything happens in sRGB o similar output spaces? I'm only asking because the game looks way blown out.

  • @DMitsukirules

    @DMitsukirules

    2 жыл бұрын

    It's probably the old textures fault

  • @BottomOfTheDumpsterFire

    @BottomOfTheDumpsterFire

    2 жыл бұрын

    The lighting is way too blown out on surfaces directly hit by the sun and the reflections are set to several times the value they'd have in real life.

  • @Kuranghi

    @Kuranghi

    2 жыл бұрын

    Sorry, final thing, just to say I don't know anything about color management or how the translate from different spaces in the games' render pipeline. This is just what I've observed as an armchair enthusiast playing games on an ultra high quality calibrated display (So I'm 99% sure its not a fault on my end).

  • @Kuranghi

    @Kuranghi

    2 жыл бұрын

    Oh crap, my 1st comment got eaten, hope that still makes sense: TL;DR - its not a good situation, some games have rubbish blown out output like here and some have gamma issues in general, its pure luck, sometimes 100 million dollar games have what I'd call approaching a "broken output" and indie games have a "perfect output". There is no standard so sometimes devs are just using the knowledge they have and their own judgement to assess whether something looks "good" to them.

  • @monocore

    @monocore

    2 жыл бұрын

    If you're calculating rays you should be doing the math in linear space.

  • @btarg1
    @btarg12 жыл бұрын

    I would have loved it to work with the HD version, but it's still gorgeous!

  • @vinnlerr
    @vinnlerr2 жыл бұрын

    Oh my God I love this. Thank you for bringing this to my attention.

  • @Critters
    @Critters2 жыл бұрын

    "Oh, this is going to look amazing!" ... "this looks how I remember it looking 20 years ago" :)

  • @NullPointer
    @NullPointer2 жыл бұрын

    RT coming to The Talos Principle too then? I can't wait

  • @neamraven
    @neamraven2 жыл бұрын

    Sometimes more accurate =/= better looking. For example at 5:00, the non ray traced version just looks more pleasing to the eye, despite the lighting being inaccurate.

  • @3rd.world.eliteAJ

    @3rd.world.eliteAJ

    2 жыл бұрын

    To me, the ray-traced one just looks way better in that particular scene, but I do agree in parts where the game is pitch black, the game's art style just doesn't mesh well there.

  • @TJ-vh2ps
    @TJ-vh2ps2 жыл бұрын

    You had me at "path-traced Serious Sam"

  • @barryherbers6090
    @barryherbers60902 жыл бұрын

    So in the case of path tracing, does that mean we're seeing "true ray tracing," the way CGI films do it (not necessarily in terms of fidelity, but in terms of technique)? Or is there still an element of this process being altered for real time?

  • @Hayreddin

    @Hayreddin

    2 жыл бұрын

    It depends, in principle yes (TL;DR: OFF - WALL OF TEXT: ON) but the question, imho, has two sides: the engine and the assets. Keeping in mind that not all path tracers are born equal, in general you're seeing a simulation of how light works, the thing that changes most compared to an off-line path tracer (the kind being used for movies) is the amount of rays cast per pixel and the amount of bounces these rays are allowed to calculate before giving their resulting color, this is what causes effects like noise or "limited" recursive reflection and refraction, for example if you only allow 1 bounce per ray, this ray will be able to show a reflection of an object, but if said object is also reflective, its reflection won't be seen in the reflection of the main object (recursive reflection, the best example is the infinite mirror effect, a reflection of a reflection of a reflection, etc.), if the reflected object is a perfect mirror, its reflection on the main object will appear as a black silhouette because its appearance is entirely tied to be reflective. In Quake 2 the number of recursions is limited to 8. Also, diffuse reflections require a higher number of rays per pixel to be accurately calculated, because the diffuse look originates from a supposed roughness of the material in question, rough materials scatter the light in multiple directions instead of deflecting it in a perfect and predictable manner like a mirror would do, hence there is a lower chance of a ray returning to the observer (in this case the original pixel it was shot from) and more rays are needed to resolve the reflection, hence perfect mirror-like reflections are much cheaper to calculate and that's the reason why they are so common in ray traced games. Also, accurate caustics (the light patterns formed by water, and other reflective or refractive objects) are exceedingly heavy even in off-line path tracers, so they're either missing or faked in real time engines (even some off-line path tracers heavily approximate them). The good thing is, from a theoretical standpoint, these limitations are bound to disappear over time by virtue of the hardware getting better, without having to change the engine: lets say in 5 years we have RTX 6000 series capable of doing RT at 500% the current performance, something like Quake 2 RTX might then use 10 samples (rays) per pixel instead of 2 and 16 bounces instead of 3, and this would automatically improve visual quality, especially in low light situations, because: less light>fewer rays>more noise>heavier denoiser>less definition and accuracy, whereas with more powerful hardware you can achieve the opposite effect just by changing the values of these parameters, a higher number of samples and bounces will always produce cleaner and more accurate results that require a less aggressive denoiser or no denoiser at all. The second part of the equation pertaining to old games is the quality of the assets, setting aside the poly count (how complex the models are in terms of geometry), very old games like Quake and Serious Sam had flat textures with no material properties associated with them, sometimes they included "hard coded" shading information (so called baked lighting, think of taking photographs of a lit cube and creating a 2D unfolded version of that, including shadows and whatnot) which doesn't go well with a path tracer (as path tracing is dynamic and requires "neutral" materials, whereas the original were static and the way they were lit cannot change), so these textures need to either be reworked or substituted in order for them to look right when path traced. In the so called PBR (Physically Based Rendering) workflow, materials have a series of properties that define their characteristics, the most common are: albedo ("proper" surface color), roughness (which can be defined with a so-called normal map), reflectivity, metallicity, translucency, transmission (transparency) and IOR (index of refraction, think of it as "how much light is bent going through this material", e.g. water has IOR of 1.333, glass 1.500, diamond 2.480). Even in its most basic form, a material like those we see in Serious Sam, let's say "stone", will need at the very least that albedo, roughness and reflectivity are defined in the material: it's possible to quickly obtain additional maps from the original textures with clever "tricks" (which seems the case in this game), however it's usually not ideal and it will likely not look accurate, the ideal workflow would be to recreate the materials from scratch using appropriate software (like Substance) that are capable of exporting the appropriate maps for the materials, but of course it's a big ask for a single individual doing it for free as it's very time consuming (and he possibly lacks the skills to do it in the first place). Sorry for the wall of text, some info might be less than accurate as I'm just an enthusiast, so take it with a grain of salt, but this is the gist of it, it's a complex subject.

  • @estanka
    @estanka Жыл бұрын

    how to play this version of the game?

  • @dingo535
    @dingo5352 жыл бұрын

    Sick 640x480 text on the first PC screen, and here I thought this was in hd! Guess I should get back to being a patron.

  • @CSTBFO_jad
    @CSTBFO_jad2 жыл бұрын

    You pronounce 'similarly' better than I ever could.

  • @JacoB-wp4ws
    @JacoB-wp4ws2 жыл бұрын

    will you make tales of arise pc review? it would be so nice to see how tales of technology have evolved since the last one

  • @alexgherghina4081
    @alexgherghina40812 жыл бұрын

    How do I turn on Ray Tracing??

  • @Bigdaddymittens
    @Bigdaddymittens2 жыл бұрын

    Cool, can croteam patch the console versions of the collection now? The series X and ps5 performance is still really limited.

  • @noahsabadish3812
    @noahsabadish38122 жыл бұрын

    8:18 looks quite cool

  • @meshuggaho7
    @meshuggaho72 жыл бұрын

    10:34 I wasn't going to say anything, but now that you've mentioned it...

  • @SFearox
    @SFearox2 жыл бұрын

    A dream come true for the old serious editor map makers.

  • @daktaklakpak5059
    @daktaklakpak5059 Жыл бұрын

    The modder did a good Job. And now i want the same for Dark Messiah of Might&Magic.

  • @Fuuntag
    @Fuuntag2 жыл бұрын

    9:10 Farcry did this too back in 2004. 👍🏻

  • @ZinhoMegaman
    @ZinhoMegaman2 жыл бұрын

    In fact, if it wasn't for the thorough analysis, showing the micro details, I wouldn't see the difference (minimum) between this RT port of Serious Sam and Quake 2 XP, which doesn't use RT.

  • @Punisher6791
    @Punisher67912 жыл бұрын

    Never really cared for the serious sam games but this is definitely impressive none the less. For SS fans i hope Croteam notices this and makes it an official version of the game.

  • @threecats8219

    @threecats8219

    2 жыл бұрын

    Yeah absolutely.

  • @an0nn

    @an0nn

    2 жыл бұрын

    Croteam doesn't care about SS anymore, they are fine with leaving broken versions of their games up for sale.

  • @turrican4d599

    @turrican4d599

    2 жыл бұрын

    "SS fans" :)))

  • @DTNNooby
    @DTNNooby2 жыл бұрын

    i feel like just having the normal mapped textures put serious sam HD ahead of this, neat though

  • @kayeplaguedoc9054
    @kayeplaguedoc90542 жыл бұрын

    How on Earth did you get rid of the noise and shimmering on the guns?? I can run it above 60 FPS but the creator responded to me directly in a comment that it was impossible to get a less noisy image!!

  • @kayeplaguedoc9054

    @kayeplaguedoc9054

    2 жыл бұрын

    @@blitzwing1 Nope. I can watch this at a pretty crisp, high resolution and it is VERY different. I noticed later on that they don't just have less noise, some of the areas, mostly the interiors, look *entirely* different and are pure pitch black, not mostly dark with some light bounces coming from the hole in the ceiling. I wonder if I have an older version or something but they told me there was nothing they could do about it even tho my computer can run it fine. Not as good as a 3080 I imagine but 2080Ti can get me 60 with the right settings.

  • @raveenbikha
    @raveenbikha2 жыл бұрын

    I really like the old animation when shooting. Like slomo recoil

  • @lemming77gode
    @lemming77gode2 жыл бұрын

    When he says "path tracer", does he mean that this game is fully path traced, and not some rasterization-raytracing-mixture like the usual deferred shading approaches? Something like Unreal Engine does use path traced method as well, right? Do we call it ray tracing because it is only partially ray/path-traced? I'm always confused with the ray tracing terms in real-time ray tracing.

  • @Hayreddin

    @Hayreddin

    2 жыл бұрын

    This is totally path traced, as Quake II RTX and Minecraft RTX are, otherwise you wouldn't be seeing these performance figures.

  • @Dangerman-zg3ui
    @Dangerman-zg3ui2 жыл бұрын

    I wonder if SS HD collection will get it?

  • @thehalfinstream1630
    @thehalfinstream16302 жыл бұрын

    Looks amazing!

  • @ArunG273
    @ArunG2732 жыл бұрын

    Wow. That's some serious work

  • @marshinz5696
    @marshinz56962 жыл бұрын

    Fun Fact: Serious Sam is One of the best VR Conversions.

  • @victortitov1740

    @victortitov1740

    2 жыл бұрын

    for the games i have tried in vr, it is THE best. Every game ever: are you a rightie or a leftie? Sam: haha, just use any/both! I just love how croteam's ports are ambidextrous.

  • @boredstudent
    @boredstudent2 жыл бұрын

    Now that's... Seriously Serious!

  • @monocore
    @monocore2 жыл бұрын

    Just a thought, why is it that every post process bloom out there looks like shit? They're all one just blur step. No various blooms with different radii and stuff, at least trying to mimic exponential glow or some sort.

  • @FeelingShred
    @FeelingShred2 жыл бұрын

    THIS is what I imagined "next gen" gaming to be for the past 20 years, and it's crazy that this is mostly being done more effectively for older games... It's crazy how behind we were lagging and how we accepted it for this long

  • @renatowertheim
    @renatowertheim Жыл бұрын

    will there be a gtx version

  • @cellardoor9882
    @cellardoor98822 жыл бұрын

    So if they upgraded the HD version the 3090 could run it at like what, 480p 60 fps?

  • @iau
    @iau2 жыл бұрын

    11:05 Yeah, the pathtraced version really needs some of that fog. The image looks way too pristine, especially on indoor areas.

  • @FusionC6
    @FusionC62 жыл бұрын

    You guys need to look at Tear Down, its a voxel based game with a fully destructive environment, and it includes software based ray tracing. its gorgeous, and even runs nicely on my 1650 mobile with a 9300h 4 core/8t i5

  • @GameplayandTalk
    @GameplayandTalk2 жыл бұрын

    It's pretty wild how a totally new lighting setup like this can transform even a 20 year-old game.

  • @rabiroden
    @rabiroden2 жыл бұрын

    I think this video explained/demonstrated ray tracing to me better than anything else

  • @no2war274
    @no2war2742 жыл бұрын

    I wonder if same can be done with Unreal... One can dream...

  • @OpinionatedCabbage
    @OpinionatedCabbage2 жыл бұрын

    Rockets look ace in the dark.

  • @ivyssauro123
    @ivyssauro1232 жыл бұрын

    The lack of fog and lens flares really are a bummer, but overall it looks amazing. Still I think the best retro gone ray traced yet is still Quake II and Super Mario 64 haha

  • @JFinns

    @JFinns

    2 жыл бұрын

    Minecraft RTX and Metro Exodus Enhanced Edition are up there too.

  • @ivyssauro123

    @ivyssauro123

    2 жыл бұрын

    @@JFinns as much as it's an amazing showcase for RT GI I don't quite like the Metro implementation, I feel it completely kills the atmosphere in a lot of scenes and the lack of real RT reflections for water, glass and specular reflections in general is quite a bummer. It's amazing to show how modern high end games could look "fully Ray Traced" but of the ones I've seen it's the least transformative RT conversion, specially cause Metro engine's Raster lighting is already so capable and impressive.

  • @phillydavison
    @phillydavison2 жыл бұрын

    This video was SERIOUSLY good, did you see what I did there how good was that.. fine I'll get my coat 🤣

  • @dennisdavidov782
    @dennisdavidov7822 жыл бұрын

    Why was it based on the original version and not on the HD Remake ?

  • @Hayreddin

    @Hayreddin

    2 жыл бұрын

    I'm guessng one is open source and the other one isn't.

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