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Guru3D.com » News » Download: Quake II RTX Download version 1.2

Download: Quake II RTX Download version 1.2

by Hilbert Hagedoorn on: 11/26/2019 05:42 PM | source: | 46 comment(s)
Download: Quake II RTX Download version 1.2

For those interested, I have added Quake II RTX towards our file-mirror. NVIDIA is revamping Id Software's 1997 hit game Quake II with RTX path-traced global illumination. The game has been updated towards v1.2 today, you'll need the 441.41 drivers released today as well.

Download







« Download: NVIDIA GeForce 441.41 WHQL drivers · Download: Quake II RTX Download version 1.2 · ASUS ROG Zenith II Extreme Launches »

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Astyanax
Senior Member



Posts: 13686
Joined: 2018-03-21

#5735684 Posted on: 11/28/2019 04:16 AM
I'm in the same boat. The 2XXX was the first series I skipped since the GTX280. Maybe I'm getting old, but I just couldn't justify this upgrade, even though I had the money.


then you frankly upgrade to much and need to take this opportunity to learn the value of a dollar. :eek:

Massacher
Junior Member



Posts: 5
Joined: 2008-04-12

#5735716 Posted on: 11/28/2019 07:44 AM
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.

How? The 1080 lacks the Tensor cores required.

Netherwind
Senior Member



Posts: 8016
Joined: 2009-11-13

#5735748 Posted on: 11/28/2019 10:07 AM
@ManuelG Thanks a lot! The combination of new drivers and new Quake 2 update fixed all my stuttering problems. Previously I had to set an FPS limit in MSI Afterburner for it to be smooth, but if it dropped a lot of stuttering was introduced. I tried all kinds of combinations with/without V-sync in-game, in-driver, G-sync fullscreen or windowed and so on and the only thing that worked was to set that FPS limit in MSIAB. Setting it in-game didn't work either. Also, the game looks better than ever now.

Denial
Senior Member



Posts: 13805
Joined: 2004-05-16

#5735961 Posted on: 11/29/2019 01:18 AM
I'd expect nothing less than 50% improvement in RT performance and 40% improvement in rasterized performance. Remember that Turing didn't change nodes, so the fact they could squeeze any performance out was amazing, but that was mostly due to them doubling cache sizes and simultaneous INT and FLOAT.


Turing is 60% larger than Pascal (481mm2 vs 775mm2). There really isn't that much difference between a die shrink and nvidia expanding the total die size in terms of potential performance.

The limiting factor with 7nm EUV is going to be power.

Astyanax
Senior Member



Posts: 13686
Joined: 2018-03-21

#5735975 Posted on: 11/29/2019 02:56 AM
Remember that Turing didn't change nodes


yes it did.

Pascal high end is 16nm
1030 is the only part on 14nm

Turing is 12nm.

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