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

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

#142

Earlier 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)?

Yeah, that's what I meant by foveated rendering. You can spend your samples where they are most valuable based on where the user is looking among other factors.

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

#143

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…

Given all the additions they should've placed less emphasis on the before/after. The really cool thing about the demo isn't "look how great a remastered version of Quake 2 can look", it's "look, we can run an entire game in real-time with nothing but raytracing, even if it requires a low polygon count". The Metro and Battlefield demos only use RTX for small pieces of their environment where it has the greatest effect; this is a whole level using no rasterization at all. The other improvements distracted from that somewhat.

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

#144
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.

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.

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

#145
post #135

Earlier 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.

ah, nice. Can't remember if it was Hive or a different faction, but while playing the core game of D2, I thought it was nice because the environment you dealt with them reminded me a lot of Alien (without the xenomorph, obviously). I think that was one thing D2 did well: in the core game, there are multiple factions that are pretty distinct so it almost feels like different games at times.

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

#146

How do I get to play this again? Was my favorite FPS game of all time.

Buy the game on Steam or gog.com, and use the assets with any client you like (on practically any operating system) such as: https://yamagi.org/quake2/

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

#147
post #131

Earlier 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...

I believe the origanal proof of concept didn't do the retexturing, and just focused on the lighting; it looks fantastic: http://brechpunkt.de/q2vkpt/

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

#148
> 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 climb through felt infuriating.

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

#149

Earlier 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?

Of course it is in the "game" sense. It handles X, Y, and Z axes in game on mobs and the player, although it is selective in which mobs get the "Z treatment". Monsters are infinitely tall, projectiles aren't. It's not a limitation of the engine as much as it was a design choice, as Y-shearing was too ugly in Carmack's opinion, so it was removed in favor of a very forgiving auto-aim.

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…

Honestly Quake 2's biggest feature was going open source.

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.

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