
Doom 64 already stood apart from the other Doom games. It was darker, moodier and built around heavy use of coloured lighting. Doom64-RT takes that idea and pushes it much further. The project replaces much of the game’s old simulated lighting with real-time path tracing. Lights now behave like actual light sources. They hit walls, spill across floors, bounce into nearby areas and react to moving objects. Flames, lava, computer panels and projectiles can all light the spaces around them. It makes a big difference. This isn’t an RTX Remix project, and it isn’t just a graphics filter sitting on top of the original game. Doom64-RT uses the RTGL1 renderer and builds on Doom 64: Retribution. The main focus is the rendering pipeline rather than replacing everything with modern assets. The levels still look like Doom 64. They just respond to light in a completely different way.
Doom 64 was never just another console port
Doom 64 arrived on Nintendo 64 in 1997, developed by Midway with id Software overseeing the project. Despite the title, it wasn’t simply the original Doom running on another machine. It had its own levels, redesigned enemies, new weapon graphics and a very different visual style. The soundtrack by Aubrey Hodges also moved away from heavy metal and towards dark ambient sound.
The story continues after Doom II. Once again, demons have taken over, this time under the control of the Mother Demon. Technically, Doom 64 still came from the same general family as the earlier games, but Midway changed the presentation heavily for Nintendo 64. Coloured lighting, gradients, darker textures and carefully adjusted sector brightness gave the game its distinctive look.
The lighting looked convincing for 1997, but it was still largely an illusion. Rooms didn’t contain real light sources in the modern rendering sense. Designers controlled brightness and colour directly. Doom64-RT changes that.
The lights now actually light the room
Wall lamps can illuminate nearby surfaces. Lava can cast coloured light. Teleporters can glow onto the floor around them. A fireball flying through a dark corridor can briefly light up the walls as it passes. That sounds simple, but it’s a major change for a Doom-engine game.
The project also handles existing lighting effects such as flickering lamps, scripted colour changes and other map-controlled effects. Instead of simply changing how bright a sector appears, those changes can now affect actual light sources.
Outdoor areas get their own treatment. Moonlight can reach exposed spaces while enclosed rooms stay dark. Fog, smoke, dust, clouds and lightning add another layer to the scene. The result isn’t a completely rebuilt game. That’s the point. Much of the original geometry and artwork remains visible, but the lighting around it behaves very differently.
Materials get some modern behaviour too
Path tracing isn’t the only change. Doom64-RT also assigns material properties such as roughness and metalness to hundreds of textures and sprite frames. That lets metal surfaces react differently from stone, painted walls or other materials.
The effect is kept fairly restrained. Push reflections too hard on old dithered textures and flat sprites, and things quickly start looking noisy or unnatural. Enemies get extra lighting work as well. Glowing eyes can emit light. Lost Souls can illuminate nearby walls while they’re burning. Weapon impacts can throw sparks and debris into the scene.
Blood can remain on floors, while exploding barrels can leave broken pieces and scorch marks behind. These details don’t change the way Doom 64 plays. They change how its spaces react to what happens inside them.
You’ll need ray-tracing hardware
There’s no traditional rasterised fallback here. Doom64-RT requires a graphics card with hardware ray tracing support. That includes modern NVIDIA RTX hardware, AMD GPUs based on RDNA 2 or newer technology, and Intel Arc-class hardware. Windows is currently the target platform.
The project also supports modern upscaling techniques including DLSS 2 and FSR 2, which can help with the heavy cost of path tracing. A-SVGF handles denoising, while DLSS Ray Reconstruction is available in experimental form. This is still a work in progress, so performance and visual behaviour can change as development continues.
Doom 64 with a very different lighting model
What’s interesting about Doom64-RT is how focused it is. It doesn’t try to turn Doom 64 into a completely different game. The compact rooms, low-detail geometry, sprites and late-1990s level design are still there. What changes is the way the renderer understands light.
Instead of telling a room to be bright, the game can now place a light inside it and let the renderer work out what happens next. Light spreads. Objects block it. Colours mix across nearby surfaces. Moving effects change the scene as they pass through it. For Doom 64, that approach makes a lot of sense. Lighting was already one of the game’s defining features. Now it’s being calculated rather than faked.













