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

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31–40 of 169 posts

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

#31

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.

I'm very skeptical. This is not just RTT; there's a big amount of rework. Likely, any old game would look significantly better with such development effort (in other words, with any good remastering). This could be considered a great market stunt - the graphical improvement is touted to be due to RTX (ray tracing), while it's actually due to many factors. On top of that, it misleads people into thinking that this typ…

Not sure what can you be skeptical about. The difference from RT Quake to Quake it’s only that the lights are not precompiled at the beginning of the level. Any other game just need to rework the light baking step to use RTX and job done.

The only downside that can be pointed out is that you are hardware dependent. Would be amazing to see thing in a console, all games with dynamic lighting would help developer and gamers.

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

#32
post #11
post #10

Earlier quoted context omitted.

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

That's q2vkpt. It sounds like Quake II RTX is built on top of that but with more features.

No I think they are one and the same. q2vpkt is built on top of VK_NV_ray_tracing which is the Vulkan interface to RTX. It won't run on non-nvidia hardware afaik

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

#33
post #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 !

HL1 already has a modern remake, check out 'Black Mesa' on Steam. It's really good.

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

#35
I hope raytracing will enable some remasters of amazing old games. No need for new content, changing the stories or gameplay, just vastly improved graphics. I always preferred the Quake series for multiplayer, but Half-Life was great single player. Max Payne would be a great replay with better graphics. Some old flight sims like Jane's WWII Fighters, X-Wing v Tie Fighter, Wing Commander... I'd pay cash monies for this.

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

#36
post #19

Earlier quoted context omitted.

What do you mean "fake 3d"? They are as 3D as any other computer generated images with linear perspective. Quake is even using a rasterizer like nearly all games today.

Doom used 2D sprites, so "fake 3d" if you ask me.

The terms "fake 3D" and "2.5D" in reference to Doom and similar games has nothing to do with sprite based mobs, it's about not having a truly 3D map. Doom's maps were drawn in 2D top-down with a height variable for any wall or platform. You couldn't have one room above another, which is why elevators in the game were solid (you couldn't stand under the floor). The various level editors for Doom based games looked like primitive 2D CAD programs.

Quake was a whole new paradigm, it was based on a true 3D engine and its maps were generated in three dimensions. You could stand under stairs, under the room above, and underneath lifts.

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

#37
post #8

"We are not faking it" - how about the hardware? Is it exact same that consumer could buy?

RTX is based on the Turing architecture that is a pretty amazing beast. The technology of raytracing has been around or a long time through iray what nvidia did is to bake in the necessary formats, neat interface and slight hardware adjustments.

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

#38
I love RTX, but it's so hard to demonstrate it. It doesn't give presence of any "wow!" effect (apart from demos that overdo reflections), it only gives absence of incorrect shadows, and humans are bad at noticing absence of things.

Instead of "wow" you get "well, duh, that's how things should look".

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

#39

Earlier quoted context omitted.

I'm very skeptical. This is not just RTT; there's a big amount of rework. Likely, any old game would look significantly better with such development effort (in other words, with any good remastering). This could be considered a great market stunt - the graphical improvement is touted to be due to RTX (ray tracing), while it's actually due to many factors. On top of that, it misleads people into thinking that this typ…

Not sure what can you be skeptical about. The difference from RT Quake to Quake it’s only that the lights are not precompiled at the beginning of the level. Any other game just need to rework the light baking step to use RTX and job done. The only downside that can be pointed out is that you are hardware dependent. Would be amazing to see thing in a console, all games with dynamic lighting would help developer and ga…

> The difference from RT Quake to Quake it’s only that the lights are not precompiled

In the linked demo video they also use new high resolution textures. Which include not only color data as in the original Quake, but also normal maps and maps with PBR parameters (metalness, roughness).

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

#40
Is this ray tracing or path tracing? I'd think that real-time path tracing would still be hard/impossible in real-time considering the number of samples, but I'm not sure. People throw around these terms interchangeably which complicates the discussion, though the algorithms have notable departures from each other.
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