Nvidia gives Quake II a raytraced makeover (on the Vulkan API)

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This is gonna be a great remaster with all the XP content in it. Hope they make good use of Flow as well, this is such a under appreciated tech.
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the textures/materials are not physically based and that is gonna impact the output significantly.
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Is everything wet in that scene or what's going on?
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I dont know if this helps their case for RTX. They had to go back to a 22 year old game to make RT playable on their cards today?
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Yeah, I'm not impressed?
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Oh, and this is the Q2 demo actually shown at GTC yesterday... which looks even worse. Listen to the oohs and aahs of the audience, lol. [youtube=hJMim4piOVk]
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alanm:

I dont know if this helps their case for RTX. They had to go back to a 22 year old game to make RT playable on their cards today?
It was an intern project from 2016 - he recently updated it for RTX (he's not even with Nvidia anymore). I don't see the issue.
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Awaiting Ray tracing for Minecraft soon ...:D
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Moderator
RzrTrek:

Is everything wet in that scene or what's going on?
And sticky.
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I seen this news a few weeks ago and was impressed q2 looked bad even then so to me its pretty good I wish they would do that for m.o.h allied assault same game but new niceness
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Moderator
The wetness is just because the textures from the game don't have a roughness map. If it is updated with new texture maps and they introduce roughness, you can control exactly where the shininess goes. Remember when bloom or normals were first introduced that everything had to have them all over the place?
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cowie:

I wish they would do that for m.o.h allied assault same game but new niceness
Still remember, that was one of the first games I played with the non-Austrian / non-German version, where suddenly people were yelling "Kill the Jew!" in German (in English version game), something that wouldn't fly here, and only less so by today's standards where people would be far quicker to make something like this publicly noticed. 😀 I'd love to see Airborne ray traced... landing in the parachute, seeing the huge level with all the eye candy and natural lighting... z0omg I think that's pretty neat. This looks bad because it was never meant to be ray traced in the first place... reflections are horrible on the materials, but the light's neat still.
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Cool, finally a raytraced game my 2080ti can play at 60fps. 😉
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I would love to see this game updated and released again! I used to play at 1024x768 with my dual 12MB voodoo2's sli. The sad thing was I had to limit fps to 30 to prevent lag in online game over my 28.8 modem.
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Margalus:

I would love to see this game updated and released again! I used to play at 1024x768 with my dual 12MB voodoo2's sli. The sad thing was I had to limit fps to 30 to prevent lag in online game over my 28.8 modem.
Well, it is possible: https://github.com/id-Software/Quake-2
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chispy:

Awaiting Ray tracing for Minecraft soon ...:D
Sorry, Minecraft is Nightmare for DX-R... too many objects.
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Ray tracing is here, so what about Voxels and total descruction?
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I don't get it. Why mess about with RT on an old game like QII. Makes no sense. Maybe we'll get MDK next.
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Stairmand:

Cool, finally a raytraced game my 2080ti can play at 60fps. 😉
Actually not necessarily... (this pathtraced version is downloadable, there's a thread for it in Games too. Author writes on the mods homepage he can't maintain 60 fps on his 2080Ti at 1440p.) http://brechpunkt.de/q2vkpt/ Interesting though and as is told up to 4 rays per pixel are used, hence the computational cost (plus denoising filter). For comparison Metro Exodus uses 1 ray per pixel on Ultra RT setting (and 0.5 rpp at High). Apparently the RTX demo shown was an updated version of this one including particles, roughness maps etc. and Quake 2 XP mod assets (hi-poly models etc.).