So will this be available to purchase?
Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
141–150 of 169 posts
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#142Earlier quoted context omitted.
Working in VR, I think ray tracing is really going to come into its own with VR. Some of the effects that are mostly just nice visuals on a monitor actually make VR more usable. Accurate contact shadows for example are super important to our brain when picking up and putting down objects off surfaces to help get an accurate sense of distance and are extremely hard to do well with rasterization based techniques but th…
Presumably the sampling rate can also be limited in places the user isn't looking (with eyetracking etc)?
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#143The 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…
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#144Earlier 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.
It wasn't really 3D, you couldn't look up or down at all in the original doom I think and in the later games you could, but it got all horribly distorted, as the engine couldn't actually show the scene from different perspective.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#145Earlier quoted context omitted.
Is it? I only played Destiny 2 and from the parts I really got into (pre-expansions), I didn't get a very medieval fantasy vibe at any points. Most of the architecture was fairly modern or alien. Was nice though. Anthem has some buildings that have an older feel out in the freeplay areas, but even that would be a stretch.
It's much more apparent in Destiny 1, with the Hive architecture, which is like something out of Mordor. And in the Forsaken expansion to Destiny 2, where The Dreaming City seems like a high-fantasy kingdom, but under attack by evil forces.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#146How do I get to play this again? Was my favorite FPS game of all time.
Of course that doesn't get you this ray tracing thingy, although you might be able to run that when they release it and if your hardware supports it.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#147Earlier quoted context omitted.
But it's not down to polygons or details in the environment - the simple architecture still looks realistic with the addition of realistic lighting. In the quest for realism, modern games have so many details, dirt and grit everywhere [1]. Perhaps going forward artists can let the lighting do more work and still represent realistic clean environments. I loved this blocky room in Half Life 1 for the dramatic (prebaked…
A whole lot of the benefit is the added "normal and roughness maps for added surface detail." If they hadn't done the hard work of basically retexturing every single surface, it wouldn't look half as good. Without depth, ray-tracing looks incredibly flat, like this: http://builder.openhmd.net/blender-hmd-viewport-temp/_images...
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#148As for me Quake 2 was kind of a disappointment after Duke Nukem 3D. Only Half-Life brought back the depth Duke Nukem 3D had. E.g. seeing something like a ventilation cover and not being able to break it and climb through felt infuriating.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#149Earlier quoted context omitted.
Doesn't matter, to the Doom engine they are tall cubes , albeit with increasingly awful collision detection as the cubes increase in size.
So according to your definition Doom is a full 3d game, even though as a player I actually see 2D weapons and 2d enemies?
Nothing's stopping someone from adding code to render 3D models or "portals" in the game, and in fact it has already been done, with no 3D acceleration needed.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#150> id Software’s Quake II launched in 1997, bringing gamers a new single-player campaign, a long-awaited, addictive multiplayer mode that we played for years on pitifully-slow 56K modems, and a jaw-dropping engine As for me Quake 2 was kind of a disappointment after Duke Nukem 3D. Only Half-Life brought back the depth Duke Nukem 3D had. E.g. seeing something like a ventilation cover and not being able to break it and…
When I was porting Quake 2 to MS-DOS, I have to admit that it's the most I ever played of it. It really fell into Carmak's view that stories have no place in gaming.
It's a shame Valve found a much bigger market than games, but it leaves the mantle for others to pick up.