Wow that's a big difference. It reminds me of what it was like to first see 3dfx OpenGL mode in Quake II when I got a Voodoo graphics card.
yeah this exactly. I was half way through playing QII first time round when I went from Software to a VooDooII. I'll never forget firing a plasma rifle down a tunnel and watching the lighting effects coming off the bolt as it went down tunnel. There hasn't been such a step change in graphical capability as those days of going from a software renderer to a hardware one. (also at the same time, was unreal... I never un…
Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
61–70 of 169 posts
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#62"Glass, which reflects everything around it" except the character standing in front of it! It seems like it is over done but not done properly. I know it is a demo but still, its trying so hard!
Quake 2 did not have a rendered character model because it's a first-person shooter, so you never see yourself. If you look at the water reflections, you will however see your gun model and a disembodied/floating hand holding it.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#63Wow that's a big difference. It reminds me of what it was like to first see 3dfx OpenGL mode in Quake II when I got a Voodoo graphics card.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#64Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#65Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#66I 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
#67Earlier quoted context omitted.
Doom used 2D sprites, so "fake 3d" if you ask me.
So does plethora of today's AAA titles for subtle details like particle effects, grass and others.
Grass and particle effects are secondary....
How many FPS AAA titles today use sprites for enemies and weapons?
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#68Is 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.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#69Earlier quoted context omitted.
Quake 2 did not have a rendered character model because it's a first-person shooter, so you never see yourself. If you look at the water reflections, you will however see your gun model and a disembodied/floating hand holding it.
ahhh, didn't realise. Gun thing is mad
Somehow... it almost works....
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#70Earlier 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…