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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

#161

Earlier quoted context omitted.

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.

But it wasn't the first id game to go open source.

I didn't mean to imply that, just that the only reason q2 gets as much love these days is that it's source is available.

And iD did a great job of writing modular and portable code.

It was really exhilarating to get it running on a different platform with essentially no real changes, other than platform code and initially removing the DLL support.

Thankfully DJGPP had progressed far enough that its DLL support works great.

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

#162

Earlier quoted context omitted.

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.

> stories have no place in gaming What does this mean? Being told and participating in a story has always been by far the primary thing I play a game for. Interactive visual fiction experience inducing compassion and involvement bundled with moderate challenge, a degree of freedom and realism (that's why I don't like rail-nailed heavily scripted games) is what I want of a game. The visual part should be reasonable (m…

It's an old Carmack quote:

> Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important.

It's why DooM was such an incredible novelty of fast paced 3d shooter, and Quake... Well.. Its devoid of character.

It's why HL & Fallout are so beloved.

I'm 100% with you

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

#163

Earlier quoted context omitted.

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.

Quake 2 is one of the most difficult FPS games to play competitively. I played the game for 10 years, 1998 - 2008. I can tell you're looking at the game from a different perspective (I'm assuming you're referring to its singleplayer), however - its multiplayer component was nothing short of amazing. Game actually takes a huge physical toll on the player due to complex controls (strafe jumps, circle jumps, doublejumps…

Part of the reason I started the DOS port was that the QuakeWorld port had dropped to zero activity. I was trying to validate a different style of building GCC and all the servers were empty.

When q2 had shipped out I was so busy working I never had time to play it seriously.

Quake 4 felt far more engaging to me. And q3.. I had the tin box set for Linux. Remember that push to make retail Linux gaming a thing? Shame it never panned out.

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

#164

Earlier quoted context omitted.

But it wasn't the first id game to go open source.

I didn't mean to imply that, just that the only reason q2 gets as much love these days is that it's source is available. And iD did a great job of writing modular and portable code. It was really exhilarating to get it running on a different platform with essentially no real changes, other than platform code and initially removing the DLL support. Thankfully DJGPP had progressed far enough that its DLL support works…

I remember there was a DOS extender that could run Win32 console and very basic (full-screen window) GUI binaries. Just enough to run Quake 2 in software mode.

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

#165
post #74

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 would love to see a kickstarter or something to create high quality assets for Open Arena, and add raytracing. Personally, I find that Quake 3 gameplay is more fun than any modern shooter that I've played. It's fast paced, and really well streamlined. It's just pure adrenaline. Adding things like health regen, cover, alternate fire modes, and so on ultimately just distracts from the action in my opinion. We don't r…

try reflex arena

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

#166
post #120

Earlier quoted context omitted.

I only worry about the number of cores being used in these demos. Tech might be same but it's quite possible Nvidia could use their high-energy prototypes to enhance the results. There is no restrictions on that. Clear statements like, "we are using the exact same RTX card we are shipping to consumer in September" would really be a selling point for me.

I think Titan RTX is a "perfect die," so to speak, so even if they used the maximum number of cores they possibly could for this demo, that same silicon is for sale.

Looking at the Titan's price range, that's something I would effort "max" for luxury gaming, only if it can give those exact results.

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

#167
post #86

Earlier quoted context omitted.

My P200MMX with a Voodoo 2 managed it just fine.

Glide, man, such a great era for PC gaming if you had the right equipment. I'll never forgive the computer store guy when I was 14 who pushed me to buy the $40 cheaper S3 Trio3D instead of the Voodoo. Instead of something useful, I ended up with a glorified paperweight that only worked well for Direct3D. Guess how many games back then bothered to use that? I think I got Quake 1 with some shitty hacked MiniGL driver w…

Heheh, I ended up in the same boat. Enamoured with tile based rendering (and the lower price) I bought the PowerVR based Apocalypse 3dx which also had a shortage of supported titles.

All my school friends had 3dfx cards. Didn’t get to do 3D gaming until I bought a Radeon 8500 many years later!

Still have my 3dx actually...it was a very interesting card:

https://en.wikipedia.org/wiki/PowerVR#Series1_(NEC)

https://videocardz.net/videologic-apocalypse-3dx-4mb/

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

#168

Earlier quoted context omitted.

I didn't mean to imply that, just that the only reason q2 gets as much love these days is that it's source is available. And iD did a great job of writing modular and portable code. It was really exhilarating to get it running on a different platform with essentially no real changes, other than platform code and initially removing the DLL support. Thankfully DJGPP had progressed far enough that its DLL support works…

I remember there was a DOS extender that could run Win32 console and very basic (full-screen window) GUI binaries. Just enough to run Quake 2 in software mode.

HX Dos extender.

https://sourceforge.net/projects/hx-dos/

when the author disappeared from the face of the earth I uploaded everything I had regarding it. It's an incredible extender, sure, but it's nothing like having a native port.

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

#169
post #145

Earlier quoted context omitted.

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.

Yes, you are right: the Hive architecture is also rather Alien-ish!
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