Here you could download Quake II RTX, the mythical 1997 sport with delivered real-time ray-traced international illumination and reflections, dynamic direct and oblique lighting fixtures consequences, mimicked bodily cloth mild mirrored image properties, and volumetric lighting fixtures consequences.
identity notification Software’s Quake II released in 1997, bringing game enthusiasts a brand new single-participant campaign, a long-awaited, addictive multiplayer mode that we performed for years on pitifully sluggish 56K modems, and a jaw-losing engine that supported 3DFX GPU acceleration out of the box. Coloured lighting fixtures, dynamic visible consequences, and plenty greater, all strolling at a wonderful 640x480, or possibly 800x600 in case you had among the finest hardware. Fast ahead to 2001, whilst identity notification Software made the Quake II engine open-source, allowing all of us to legally launch general conversions with whole engine overhauls. Ever since, fanatics have beavered away on their very own private projects, the present day of that's Q2VKPT. Released in January, Q2VKPT became created through former NVIDIA intern Christoph Schied, a PhD scholar at the Karlsruhe Institute of Technology in Germany. The “PT” in its call stands for Path Tracing, a compute-extensive ray tracing method that unifies all lighting fixtures consequences (shadows, reflections, et cetera) right into a single ‘natural ray tracing set of rules. With Ray Tracing being all of the rages, the phrase of a developer creating a beautiful, real-time ray-traced model of Quake II made headlines across the world. But route tracing has a downside: its random sampling set of rules introduces ‘noise’ that makes gameplay seem grainy and speckled, as visible in 2016’s Q2PT. To resolve the problem, Christoph and his college colleagues constructed upon thoughts firstly conceived in 2016 all through his NVIDIA internship, whilst he co-invented a quick manner to cast off stated graininess through combining the effects of more than one sports frames, in a way just like that utilized by Temporal Anti-Aliasing. As Christoph states on his site, Q2VKPT is the idea for destiny research and a platform for greater ray tracing goodness. So, we reached out rapidly after Q2VKPT’s launch to invite if our very own ray tracing experts, a lot of whom he laboured with formerly, ought to increase improvements and essential additions. He stated yes, and this week NVIDIA is providing the newly-created Quake II RTX collectively with Christoph at GDC 2019. Running on a Vulkan renderer, with a guide for Linux, Quake II RTX is a natural ray-traced sport. In that approach, all lighting fixtures, reflections, shadows and VFX are ray-traced, without conventional consequences or strategies utilized. “But what’s new with Quake II RTX in comparison to Q2VKPT?”, you ask. A lot. We’ve delivered real-time, controllable time of daylighting fixtures, with correct daylight and oblique illumination; refraction on water and glass; emissive, reflective and obvious surfaces; every day and roughness maps for delivered floor element; particle and laser consequences for weapons; procedural surroundings maps offering mountains, sky and clouds, that are up to date whilst the time of day is changed; a flare gun for illuminating darkish corners wherein enemies lurk; an advanced denoiser; SLI guide (hands-up in case you rolled with Voodoo 2 SLI returned withinside the day); Quake 2 XP high-element weapons, fashions and textures; non-compulsory NVIDIA Flow fire, smoke and particle consequences, and plenty greater! Change Info: ew Features: An added guide for ray tracing the use of the VK_KHR_ray_query extension API. NOTE: This is a non-compulsory feature, and the 2 formerly supported methods, VK_NV_ray_tracing and VK_KHR_ray_tracing_pipeline, are nonetheless supported. Fixed issues: Fixed the crash that passed off on a few structures whilst the sport is minimized Fixed the invalid Vulkan API utilization that passed off withinside the bloom by skip Fixed the invalid barrier for an inter-queue aid transition Fixed the out-of-bounds addressing of the framebuffer array Misc Improvements: Reduced the put off after decision modifications through heading off re-initialization of the RT pipelines. Changed the reminiscence kind required for the UBO and transparency add buffers to (HOST_VISIBLE | HOST_COHERENT). Improved logging around SLI initialization.
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