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

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11–20 of 169 posts

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

#11
post #10
post #4

No mention of how to download it - either in the negative "You can't..." or positive. Seems a strange omission.

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.

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

#12
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: Yes please, it would look so cool.

> they added PBR layers

and fluid simulation for explosions

I'd rolling in joy for Max Payne and GTA San Andreas :)

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

#13
post #5

Rtx really shines when applied to a low-fidelity game like Q2. The difference isn't as profound in modern titles where a plethora of lighting techniques and tricks approximates physical lighting closely, though. I wonder if in the end (should we eventually see universal adoption) raytracing will prove more of a boon towards developers rather than end users, as it has been with many other hardware advancements.

I guess better tools for developers could mean in a benefit for the player: less time working on one thing could mean more time in others, giving more room to improvement. I guess...

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

#15
This is great to see. Quake and Doom were all about elaborate fake 3d and elaborate fake raytracing to run fast and look amazing on slow hardware. As technology improved, first we got a real 3d engine and now we finally have a real raytracing engine.

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

#16

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 type of improvement is typical of ray tracing, and that it comes at virtually no cost, while currently, ray tracing takes a big performance hit, and it's generally hard to notice.

Q2VKPT is close to the concept "improved with ray tracing", and while certainly impressive, it doesn't yield the same "AMAZING!" effect.

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

#17

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…

> it's actually due to many factors

To add to this point, at 1:35 in the video they compare with / without volumetric ligthing except, well, volumetric lighting has been used in games for a while now.

The "before" should show a non-RTX lighting instead of just nothing at all.

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

#18
This looks like RTX versus Quake2 software renderer, so the pictures are somewhat deceptive as they do not use the more powerful original Quake2 renderers.

I would be interested how RTX compares to the other Quake2 renderers that it originally came with.

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

#19

This is great to see. Quake and Doom were all about elaborate fake 3d and elaborate fake raytracing to run fast and look amazing on slow hardware. As technology improved, first we got a real 3d engine and now we finally have a real raytracing engine.

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.

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

#20

This is great to see. Quake and Doom were all about elaborate fake 3d and elaborate fake raytracing to run fast and look amazing on slow hardware. As technology improved, first we got a real 3d engine and now we finally have a real raytracing engine.

Do you maybe mean "raycasting" as used in Wolfenstein or Doom compared to a proper 3D engine like the Quake games were using?
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