Quake II RTX Download 1.4.0



Here you can download Quake II RTX, the legendary 1997 game with added real-time ray traced global illumination and reflections, dynamic direct and indirect lighting effects, mimicked physical material light reflection properties, and volumetric lighting effects.
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 that supported 3DFX GPU acceleration out of the box. Colored lighting, dynamic visual effects, and much more, all running at a glorious 640x480, or perhaps 800x600 if you had top-of-the-line hardware.
Fast forward to 2001, when id Software made the Quake II engine open source, enabling anyone to legally release total conversions with complete engine overhauls. Ever since, fans have beavered away on their own personal projects, the latest of which is Q2VKPT.
Released in January, Q2VKPT was created by former NVIDIA intern Christoph Schied, a Ph.D. student at the Karlsruhe Institute of Technology in Germany. The “PT” in its name stands for Path Tracing, a compute-intensive ray tracing technique that unifies all lighting effects (shadows, reflections, et cetera) into a single ‘pure ray tracing algorithm’. With Ray Tracing being all the rage, word of a developer making a beautiful, real-time ray-traced version of Quake II made headlines around the world.
But path tracing has a downside: its random sampling algorithm introduces ‘noise’ that makes gameplay appear grainy and speckled, as seen in 2016’s Q2PT. To solve the problem, Christoph and his university colleagues built upon ideas originally conceived in 2016 during his NVIDIA internship, when he co-invented a fast way to remove said graininess by combining the results of multiple game frames, in a manner similar to that used by Temporal Anti-Aliasing.
As Christoph states on his site, Q2VKPT is the basis for future research, and a platform for more ray tracing goodness. So, we reached out shortly after Q2VKPT’s release to ask if our own ray tracing experts, many of whom he worked with previously, could develop enhancements and major additions. He said yes, and this week NVIDIA is presenting the newly-created Quake II RTX together with Christoph at GDC 2019.
Running on a Vulkan renderer, with support for Linux, Quake II RTX is a pure ray-traced game. That means all lighting, reflections, shadows and VFX are ray-traced, with no traditional effects or techniques utilized.
“But what’s new with Quake II RTX compared to Q2VKPT?”, you ask. A lot. We’ve introduced real-time, controllable time of day lighting, with accurate sunlight and indirect illumination; refraction on water and glass; emissive, reflective and transparent surfaces; normal and roughness maps for added surface detail; particle and laser effects for weapons; procedural environment maps featuring mountains, sky and clouds, which are updated when the time of day is changed; a flare gun for illuminating dark corners where enemies lurk; an improved denoiser; SLI support (hands-up if you rolled with Voodoo 2 SLI back in the day); Quake 2 XP high-detail weapons, models and textures; optional NVIDIA Flow fire, smoke and particle effects, and much more!
Limitations:
1.4.0 (December 15th, 2020) New Features: Added support for final Vulkan Ray Tracing API. The game can now run on any GPU supporting 'VK_KHR_ray_tracing_pipeline' extension Added temporal upscaling, or TAAU, for improved image quality at lower resolution scales. Fixed Issues: Fixed a crash that happened when there are no available sound devices. Fixed a few issues with the tone mapper and the profiler for AMD GPU compatibility. Fixed a server crash: https://github.com/NVIDIA/Q2RTX/issues/86 Fixed black materials and some light leaks: https://github.com/NVIDIA/Q2RTX/issues/55 Fixed missing railgun lights in photo mode: https://github.com/NVIDIA/Q2RTX/issues/75 Fixed missing sun light on geometry with invalid clusters. Fixed the CFLAGS for MinSizeRel and RelWithDebInfo builds to generate correct debug symbols. Fixed the game stuttering on Linux: https://github.com/NVIDIA/Q2RTX/issues/62 Fixed the issue with all models being missing or corrupted on some maps during network play. Fixed the nearest filter when DRS was enabled and then disabled. Fixed building the game with GCC10 on Linux: https://github.com/NVIDIA/Q2RTX/issues/80
10 pages 1 2 3 4 > »
Senior Member
Posts: 1343
Joined: 2008-07-16
How's that high horse feeling? Smug enough?
What about the rest of us who can't afford an $1200 videocard ?
Senior Member
Posts: 508
Joined: 2007-09-24
How's that high horse feeling? Smug enough?
What about the rest of us who can't afford an $1200 videocard ?
It isn't about this - you skipped RTX 2000 generation - it was just an observation...
And why do you assume that RTX3000 will be cheap??? - somebody at nvidia needs new leather jackets for all year so I would not go that far and said that the next generation will be more affordable than the present one.
The only reason why next generation would be cheaper is AMD - if their Ray tracing implementation will be good and they will finally have an enthusiast high end card then nvidia cards will be affordable (not cheap, affordable), if not....
Senior Member
Posts: 2325
Joined: 2014-10-11
Hey at least when Ampere gets here, NVIDIA would have had almost 2 years of experience working with RT. It'll only get better and cheaper.
Senior Member
Posts: 1876
Joined: 2006-04-10
Just played a few levels on a GTX 1080.
It definitely works, but needs resolution scaling option set to 25% minimum to sustain decent fps, meaning everything is very blurry...
But well, it works.
Guess it will need next gen RTX 3000 series for a good experience.
A 1080 can do RTX?
10 pages 1 2 3 4 > »
Senior Member
Posts: 6974
Joined: 2010-08-28
What's with the Plastic Coating?