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Quake 2 Raytraced! with Q2VKPT and Valkun

Mind you it has a long way to go to look good in Quake 2 - the material surfaces are way off, lost most of the atmospheric lighting style of the original and still a lot of lighting and visual effects missing. Quake 2 never had muzzle flash effects for the player weapon which you don't really notice at the time but is noticeable with this heh.
 
And this gives a good example of why raytracing is still years off, a game from 22 years ago getting under 60fps in some instances on nvidia's ti. Would be interesting to see how bfv would run if they done this level of RT, 2-5fps maybe?


Only if you don't understand what ray-tracing is.

Ray-tracing is independent of texture resolution of polygon count.

A fully ray-traced BFV is not going to be vastly different to the current BFV with RT on. All the wasted computation doing fake Global Illumination, shadowing, ambient occlusion and other trickery can be turned. The computational load will be similar to the current reflections, the computations are much the same.
BFV limited themselves to shadows because they didn't want to interfere with the core of the game engine too much given the short amount of time they had available.
 
BFV limited themselves to shadows because they didn't want to interfere with the core of the game engine too much given the short amount of time they had available.


Yeah, doubting it. it's something that could be done in an update if they wanted to, they know the performance would suffer more so it won't happen.
 
Mind you it has a long way to go to look good in Quake 2 - the material surfaces are way off, lost most of the atmospheric lighting style of the original and still a lot of lighting and visual effects missing. Quake 2 never had muzzle flash effects for the player weapon which you don't really notice at the time but is noticeable with this heh.


It is just a research idea, not meant as a final game. None of the people are graphics artists
 
Yeah, doubting it. it's something that could be done in an update if they wanted to, they know the performance would suffer more so it won't happen.

What kind of update completely rips out the entire graphics rending core?

A fully ray-traced game engine will need RT designed from the get-go.
 
What kind of update completely rips out the entire graphics rending core?

A fully ray-traced game engine will need RT designed from the get-go.

Well metro exodus has global illumination and obviously has a non gi option so it's something that could be done for frostbite. Then again their demo vids also show a large framerate tank going from off to on.

BTW, you also implied they could have done it given more time so dunno why you're now acting like it was "impossibru".
 
It is just a research idea, not meant as a final game. None of the people are graphics artists

Yeah it is impressive to see the tech running in realtime at all but I hate this fascination with bright shiny graphics and slapping high-res textures in without care for the overall blend especially in Quake 2 which had quite a grimy atmosphere and the best they could with the tech at the time tried to visually make the transition between geometry less noticeable.
 
Doesn't look any different to pre-baked lighting, isn't worth the extra compute imo.

HDR in the HL2 Lost Coast Demo had a bigger impact than this.
 
Woeful ? It's only implemented in 1 game and you're getting 60-70fps @ 4k with RT on and everything maxed. What's woeful about that ?

Mate, you're not getting that even AFTER Dice nerfed the RT TWICE.

1546856165f4k2bi0vdz_5_2.png


https://www.hardocp.com/article/201..._nvidia_ray_tracing_rtx_2080_ti_performance/5
 
Mind you it has a long way to go to look good in Quake 2 - the material surfaces are way off, lost most of the atmospheric lighting style of the original and still a lot of lighting and visual effects missing. Quake 2 never had muzzle flash effects for the player weapon which you don't really notice at the time but is noticeable with this heh.

heh, atmospheric lighting style of the original? Do you remember the lightmaps? :D It certainly doesn't go far in making it a passable experience by todays standards, though. A lot of the atmosphere is mostly of our own doing, at least for me as I was more impressionable back then.

shadow_issue_zoom.jpg
 
heh, atmospheric lighting style of the original? Do you remember the lightmaps? :D It certainly doesn't go far in making it a passable experience by todays standards, though. A lot of the atmosphere is mostly of our own doing, at least for me as I was more impressionable back then.

shadow_issue_zoom.jpg

I play the game most days in some form or other - messing about at the moment with a bit of self indulgent modding - some completely random messing about with some of the mod features:

https://www.youtube.com/watch?v=wZT_ZPiQtew

(EDIT: I'm trying to mod it without touching the main game renderer so any of the updated renderers work with it hence the whole UI stuff is misusing game features to work at all - rather than replacing functionality in the main client code)


Sure Quake 2 isn't the last word in atmospheric lighting but it had far more atmosphere to the lighting than a lot of games these days that are overly bright and shiny.
 
Cool! Yes, the engine always had a unique art style, too. Some of the particle effects and flies that appeared over the enemies were not details really seen often for that time.
 
Well metro exodus has global illumination and obviously has a non gi option so it's something that could be done for frostbite. Then again their demo vids also show a large framerate tank going from off to on.

BTW, you also implied they could have done it given more time so dunno why you're now acting like it was "impossibru".



I never said it is impossible, I said it requires completely redoing the core graphic so there wasn't time for BFV.


Metro Exodus supports a fully ray-traced illumination model, but that is not part of the Frostbite engine so that wasn't an option for BFV.
The frame rates may drop but AFAIK they ahven't released any official numbers and everything that has been shown was early beta. Ray-tracing has numerous optimizations possible, the hardware itself will have strngths and weakness to allow further optimization. It will take time for developers to get used to both ray-tracing the RTX cores
 
FYI, for people unimpressed with the Quake2 demo you are probably too focused ont eh textures and geometry being an old game.

Metro Exodus is a modern game with full Ray-tracing for illumination, ambient occlusion and shadowing without any trickery, running at playable framerates. It doesn't even use DLSS which will give another boost
https://www.youtube.com/watch?v=Ms7d-3Dprio


This is just the starting point. We see how much faster BFV got after just a few basic optimizations
 
RTX isn't "full" ray-tracing. It's the bare minimum otherwise it would be unplayable. Even then it's going to hurt FPS a lot, you can even see it in the comparisons.
 
Mind you it has a long way to go to look good in Quake 2 - the material surfaces are way off, lost most of the atmospheric lighting style of the original and still a lot of lighting and visual effects missing. Quake 2 never had muzzle flash effects for the player weapon which you don't really notice at the time but is noticeable with this heh.

True partical are not ray traced but they said they might fix it up, Raytraced Rail gun effect, please!
 
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