Quake 2 RTX Is Out And What Kind Of Performance You Can Expect

Quake 2 RTX Is Out And What Kind Of Performance You Can Expect

5 years ago
Anonymous $9jpehmcKty

https://wccftech.com/quake-2-rtx-is-out-and-what-kind-of-performance-you-can-expect/

Quake 2 may be a 22-year-old game and run on just about anything with an electrical current, but that’s not what Quake 2 RTX is about.  What started out as a mod to Quake 2, by Christoph Schied, known as Q2VKPT (Quake 2 Vulkan Path Tracing) is now a full standalone release thanks to the team at NVIDIA and Lightspeed Studios.  While on the surface many are going to instantly dismiss this a simple marketing tool for NVIDIA to sell more RTX cards and while they’re using it for marketing you simply cannot discount the reality of what is going on here.

In previous RTX titles, there has been been a pick of techniques from the RTX library used in Hybrid Ray Traced rendering; Battlefield V uses Ray Traced Reflections, Shadow of the Tomb Raider uses Ray Traced Shadows, and Metro Exodus uses Ray Traced Global Illumination.  But, Quake 2 RTX is entirely ray traced, or path traced rather, meaning there is no traditional rasterization going on here.  So in an essentially there are zero traditional methods, outside of the geometry being built, here resulting in a pretty intense change of delivery.  Sure it’s a 22-year-old game but if you don’t think what is going on here is an insanely computationally intensive act then you have a bit more homework to do.  This is not a simple filter and Quake 2 RTX is not a 22-year-old game, it is all new and not an easy feat to pull off.

Quake 2 RTX Is Out And What Kind Of Performance You Can Expect

Jun 7, 2019, 12:30pm UTC
https://wccftech.com/quake-2-rtx-is-out-and-what-kind-of-performance-you-can-expect/ > Quake 2 may be a 22-year-old game and run on just about anything with an electrical current, but that’s not what Quake 2 RTX is about.  What started out as a mod to Quake 2, by Christoph Schied, known as Q2VKPT (Quake 2 Vulkan Path Tracing) is now a full standalone release thanks to the team at NVIDIA and Lightspeed Studios.  While on the surface many are going to instantly dismiss this a simple marketing tool for NVIDIA to sell more RTX cards and while they’re using it for marketing you simply cannot discount the reality of what is going on here. > In previous RTX titles, there has been been a pick of techniques from the RTX library used in Hybrid Ray Traced rendering; Battlefield V uses Ray Traced Reflections, Shadow of the Tomb Raider uses Ray Traced Shadows, and Metro Exodus uses Ray Traced Global Illumination.  But, Quake 2 RTX is entirely ray traced, or path traced rather, meaning there is no traditional rasterization going on here.  So in an essentially there are zero traditional methods, outside of the geometry being built, here resulting in a pretty intense change of delivery.  Sure it’s a 22-year-old game but if you don’t think what is going on here is an insanely computationally intensive act then you have a bit more homework to do.  This is not a simple filter and Quake 2 RTX is not a 22-year-old game, it is all new and not an easy feat to pull off.