Live data from Hacker News

Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan

nvidia.com

1–10 of 169 posts

Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan

#2
The new lighting makes such a dramatic difference. Despite the same low polygon count, the levels seem much more lifelike. If all the game classics are re-released with raytracing engines, I will be all over it. The next years are going to be good.

Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan

#5
Rtx really shines when applied to a low-fidelity game like Q2. The difference isn't as profound in modern titles where a plethora of lighting techniques and tricks approximates physical lighting closely, though.

I wonder if in the end (should we eventually see universal adoption) raytracing will prove more of a boon towards developers rather than end users, as it has been with many other hardware advancements.

Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan

#7
post #5

Rtx really shines when applied to a low-fidelity game like Q2. The difference isn't as profound in modern titles where a plethora of lighting techniques and tricks approximates physical lighting closely, though. I wonder if in the end (should we eventually see universal adoption) raytracing will prove more of a boon towards developers rather than end users, as it has been with many other hardware advancements.

But... That's the biggest benefit of raytracing/path tracing. It's why the movie industry is already all-in on it and has been for years. It's just in games where for some reason gamers don't understand the benefits and are so eager to dismiss it if they don't immediately see everything look 10x more amazing or realistic, entirely missing the point.

Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan

#9

The new lighting makes such a dramatic difference. Despite the same low polygon count, the levels seem much more lifelike. If all the game classics are re-released with raytracing engines, I will be all over it. The next years are going to be good.

Now it's not like it's only an engine change, for this to work they added PBR layers (metalness, emission, normal, yada yada) to all textures here, and that's a big artistic work.

That said… gimme gimme gimme Half Life 1, plssssssss :D !

Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan

#10
post #4

No mention of how to download it - either in the negative "You can't..." or positive. Seems a strange omission.

The creator's website ie mentioned on the article, and code is available on his github[2].

> As Christoph states on his site [1] ...

[1] http://brechpunkt.de/q2vkpt [2] https://github.com/cschied/q2vkpt

Post reply on HN