It must feel good to have actively participated in the development of one of the most legendary and consistently lauded PC games of all time. Are you gonna play through it again with Ray tracing for some feels?
Whoa! What assets of yours are in this game?
I was a kid when I got my first 3D accelerator in 98 and Quake 2 was my first foray in that part of PC Gaming. The pride you must feel strongly eclipses mine on revisiting an old milestone with a fresh coat of paint I'm sure. :)
It's really impressive. Shows how much effect lighting has on the overall graphics.Well, holy shit.
Maybe it's the teenager in me that literally lost his mind on Q2 back in the day but it looks better than some modern games.
Coming out in one month or soThe ray-traced and path-traced Quake has been tech demoed for a long time now yet it neevr saw the light. I really hope this will come out at the end.
yep
Still makes me smile seeing so many of my texture assets there in use that I made so many years ago... crazy times...
Awesome. That's a new feature isn't it?
The full game? Or is it just a few of these early levels?
The volumetric effects are a part of the Nvidia suite. As expensive as they are, they don't get used much. You'd be lucky to see hair effects or turf worksAmazing work! Is it bad that the most impressive part of the demo was the volumetric smoke and particle effects? The path traced lighting was utterly mind blowing, but I've been wanting to see volumetric effects like that in games for years now and it's kind of hilarious that Quake 2 will be the first to have them at this fidelity.
I'm interested in hearing more about how they are handling SLI. Does path-tracing scale well over SLI, especially with AFR (thinking about temporal effects and denoising)?
This looks utterly spectacular.https://www.nvidia.com/en-us/geforce/news/quake-ii-rtx-ray-tracing-vulkan-vkray-geforce-rtx/
Tons of crazy stuff announced at GTC. Remember Quake 2 path tracing (Q2VKPT)? Well that is being updated with the creators help and NV's support and being released as a stand alone thing. ANd the way Jensen said it on stage, it will be an open source product uploaded to Git just like Qake2 Path Tracing.
Description:
Non-path traced:
path-traced:
non-path-traced:
path-traced:
non-path-traced:
path-traced:
I basically am instagibbed by this announcement.
Honestly, I would love Doom 3 to get this kind of treatment, but I'm guessing that might be too much work for a small team of people.
Edit: I find it strange that I not only want to replay Quake 2 after so many years, but that it will be one of the most technically impressive games of 2019.
Except it would take a year instead of just a couple of months probably and would still look worse and have severe limitations in stuff like dynamic lighting and shadows? Sure.It's kinda failing to raise any eyebrows at face value from my perspective as well. Doesn't look that notably different from if the game had been upgraded with bog standard PBR, dynamic lighting and faked volumetric light effects.
It's kinda failing to raise any eyebrows at face value from my perspective as well. Doesn't look that notably different from if the game had been upgraded with bog standard PBR, dynamic lighting and faked volumetric light effects.
GOod thing they also announced ray tracing support for pascal at GTC.
DO not expect stellar framerates though :D
That is the old one :D New branch, non-experimental should be out in a months time according to what was said on GTC stage :D
It's kinda failing to raise any eyebrows at face value from my perspective as well. Doesn't look that notably different from if the game had been upgraded with bog standard PBR, dynamic lighting and faked volumetric light effects.
Knowing Valve, they'd probably break half of the gameplay in the process.