
Fight your means by means of the hostile Strogg civilization within the first three ranges of the unique sport, that includes real looking reflections, refractions, shadows, and international illumination. Only then will the destiny of humanity be recognized. Quake II with RTX — On. The demo contains the primary three single-player ranges of PC Gaming Classic. Owners of the unique can tinker with their copy and luxuriate in the whole sport, together with absolutely path-traced multiplayer mode.
Quake II RTX with GeForce RTX
Check out Quake II RTX and the way it applies a complicated type of ray tracing known as path tracing. Get able to expertise 1997’s Quake II like by no means earlier than. That’s because of Nvidia’s VKRay, an extension that enables builders so as to add ray tracing results to their video games utilizing the Vulkan API.
real-time ray tracing
Global illumination results akin to real looking reflections, refractions, shadows, and international illumination create an entire new Quake II expertise. Quake II RTX contains real-time scope day lighting, daylight and oblique lighting. Water and glass refract gentle, surfaces present extra correct reflections, and light-weight sources illuminate surrounding objects. Nvidia says these results would require RT cores on RTX-series GPUs, so the minimal spec to run the sport shall be a GeForce RTX 2060 GPU.
what’s new
Fixed concern:
- Fixed sport logic crashing when monsters work together with doorways in non-target mode (#92)
- Fixed crash when map file has no VIS hunk (#223)
- Fixed some Vulkan validation layer points (#229, #246, and many others.)
- Fixed texture alignment points on some doorways (#211)
- Fixed flare weapons nonetheless utilizing ammo with dmflags, together with 8192 (DF_INFINITE_AMMO) (
- Fixed Vulkan queue initialization on platforms that do not help break up queues (#248)
- Switch OpenAL dependencies with statically linked libraries (#224)
Miscellaneous enhancements:
- Added help for constructing PowerPC 64 LE CPU structure (#260)
- Adjust auto UI scaling to keep away from making UI too massive
- Improved accuracy of goal framerate changes (#242)
- Adjust fullscreen mixing results to cut back depth
- Updated Loading plaque texture (#265)
Contribution by GitHub consumer @res2k:
- Add warning when display area picture reminiscence utilization could be very excessive (#179)
- Added management for fallback radiation of emissive supplies (#210)
- Added menu controls for fullscreen mix results (#216)
- Added help for highlight with emission profile and participant torch (#203, #214)
- Fixed crash when some textures have been lacking (#263)
- Fixed overflow when pt_bsp_sky_lights is bigger than 1 (#262)
- Fixed animated textures on BSP fashions (#187)
- Fixed crash when renderer initialization failed (#199)
- Fixed FSR picture scaling in some circumstances (#232)
- Fixed incorrect scaling of textures with out customized materials definitions (#235)
- Fixed mode setting on Linux in GitGub CI builds (#268)
- Fixed save sport compatibility with Q2RTX 1.5.0 (#193)
- Fixed some lighting points in customized maps (#189)
- Fixed texture information dimension calculation for R16_UNORM textures (#236)
- Fixed HDR screenshot performance (#190)
- Fixed look of smoke results (#195)
- Fixed vary of animation gentle depth (#200)
- Fixed substitute textures when a number of supplies are used with the identical base texture (#222)
- Improved gentle listing dealing with to repair extreme flicker and noise (#234)
- Improved materials system robustness for video games with customized textures (#201)
- Improved polygon gentle sampling to cut back noise and darkening (#266)
- Improved Wayland help (#261, #221)
- Integrates a number of fixes from Q2PRO (#196)
- Replaced single sky_clusters.txt file with every map file (#219)
- Adjusted particles to have extra delicate colours (#197)
- Update SDL2 to 2.26.1 (#252)