Quake II RTX

Minor update out - not much to get excited about as mostly just neatening a few things up - but has a couple of minor fixes I contributed :D

Maintenance update that includes the fixes and features introduced in the past year.

Highlights:

- Added a player flashlight (use "bind <key> toggle cl_flashlight" to bind it to a key)
- Fixed multiple compatibility and stability issues
- Fixed some texturing issues
- Reduced visual noise and flicker in some conditions
- Tuned some visual effects like full-screen blend and particles

Though the flashlight effect can be fun to play with.
 
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This was just some quick and dirty messing about so it isn't that great but the renderer itself is capable of so much more than the stock maps, or the geometry and texturing limits really of the engine, allow for.

XK3spFm.png
 
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LOL pretty janky as I'm no artist (should have just licensed something from SpeedTree) and was just a quick test to see what was possible but one of the recent updates included texture masks so thought I'd have a play - previously the engine was very limited for transparency other than percentage transparency for the whole texture.

qdHuJTD.jpg


Unfortunately alpha sorting is still crazy on performance and fill rate so limited what you can do with it really.
 
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LOL RIP framerate

KDi2sKk.jpg


Getting anything even approximating a realistic looking hedge in there was painful... mostly just placeholders while I figure stuff out though the trees look pretty janky up close and the hedge has no branch or leaf variations.
 
Just given this a try looping demo demo2 on a slightly overclockered 4090. Managed to pull 560W from the GPU, FPS around 158.
GPU temp only hit 63.8c

D8pBTZr.png
 
The upper end 4000 series cards monster this game - 308 watt on my 4080 Super and FPS well above 60 even on my test maps with like 64x the graphic complexity of the stock maps and extra light bounces/interactions than the stock settings.
 
The upper end 4000 series cards monster this game - 308 watt on my 4080 Super and FPS well above 60 even on my test maps with like 64x the graphic complexity of the stock maps and extra light bounces/interactions than the stock settings.
oooh, this sounds interesting. Do you have them to hand to try and if possible, run a timedemo loop on them?

Quake II RTX still seems to be the go to GPU test - no otherbenchmark or game has made my 4090 draw 560W

Also, what resolution are you running?
 
No problem, those maps sound more demanding.

Crazy, 208fps on demo2 in 1440p (I was testing 3440 x 1440)

What is crazy - you can stick on like 80% resolution scaling with FSR and get 200-300FPS with barely any image quality degradation, DLSS would be even better. I'm not a fan of frame generation but that would be nuts.
 
What is crazy - you can stick on like 80% resolution scaling with FSR and get 200-300FPS with barely any image quality degradation, DLSS would be even better. I'm not a fan of frame generation but that would be nuts.
Ive tried FSR and DLSS (and frame gen)
To me the image quality is noticably worse. Most recently, FSR in Bodycam make it look like ass (even with FSR on ‘quality’ setting)
 
Not some of my best playing (and some things like the Berserkers is still pretty janky)


But not that long ago would be lucky to get 10 FPS let alone 100-120 (no upscaling).

The AI has no path finding or any kind of modern neural/logic, etc. just some tweaks and faking with the original AI and making the monsters generally a bit more mobile.
 
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Not some of my best playing (and some things like the Berserkers is still pretty janky)


But not that long ago would be lucky to get 10 FPS let alone 100-120 (no upscaling).

The AI has no path finding or any kind of modern neural/logic, etc. just some tweaks and faking with the original AI and making the monsters generally a bit more mobile.
I like how you scared that guy half to death at about 2:13 :D
 
I like how you scared that guy half to death at about 2:13 :D

I added the ability to shove monsters - most of the smaller monsters have a variety of falling over animations (some unused) unfortunately can't easily animate it player wise without creating a whole new player model (the 3rd person player model does this pathetic poking animation when it happens).
 
One of the things I added in my mod was giving Parasites grappling ability - was just messing about and did not expect this:


The changes to monster AI I've made in the game are far from perfect, sadly would require extensive working completely gutting the original code and rebuilding it from scratch to do it properly, but even some tweaking makes the AI far more engaging in my opinion - I watch footage or promos for new games and the AI is just so uninteresting - rarely moving about or presenting much of a challenge outside of damage output and health amount :( it is like we've gone backwards since the early 2000s.
 
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