Quake II RTX GTC 2019 Demo Walkthrough11/15/2023 ![]() ![]() Second Life uses the good old "mirror all the assets" approach, that is why you can see them in water reflections even if they are off camera, needless to say this technique is very heavy, as heavy as actual ray tracing? No.Īs for shadows, they would be better and more realistic, but considering the number of people that run SL with them off to begin with.Īnd that's the problem here, adoption numbers. Most games today use Screen Space Reflection for their reflections, the downside of this technique is only objects on camera can be reflected, the upside is, compared to other options, it is very light on system resources. Realistically best case scenario you'd have ray traced shadows and water reflections in SL. Is it possible? Everything is possible when you have the will, the time and the money.įor a start, and putting it simple because anyway other way would be pointless an counter productive, LL doesn't control the assets on SL, that means they cannot control their parameters and that is a major hinder for something like that. VKRay supports all the goodies seen here and in RTX ray-traced titles, and is game ready for Vulkan releases on Linux and other supported Vulkan platforms.Let me start by saying it's RAY tracing, not raid tracing. What’s more, Quake II RTX is running with NVIDIA VKRay (also known as VK_NV_ray_tracing), a Vulkan extension that allows any developer using Vulkan to add ray tracing effects to their games. All running in real-time for the first time on a GeForce RTX graphics card. ![]() Looking at the screenshots, you’ll see physically-based materials with reflections refraction, emissive textures, hard and soft shadows indirect diffuse lighting dynamic effect lighting dynamic weapon effects and real-time controllable time of day. 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! “But what’s new with Quake II RTX compared to Q2VKPT?”, you ask. That means all lighting, reflections, shadows and VFX are ray-traced, with no traditional effects or techniques utilized. Running on a Vulkan renderer, with support for Linux, Quake II RTX is a pure ray-traced game. He said yes, and this week NVIDIA is presenting the newly-created Quake II RTX with Christoph at GDC 2019. 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 some additions. At GTC 2019, Nvidia unveiled Quake 2 RTX, an improved take on Quake 2 VKPT, which will be released on Github soon.ĢVKPT is the basis for future research, and a platform for more ray tracing goodness. Digital Foundry ran with it and did a video piece. Remember this thread? Christoph Schied released Quake 2 VKPT back in January, delivering a path traced solution to a classic game, free for download. ![]()
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