11/2/2023 0 Comments Quake ii rtx![]() “John Carmack is a legend among game developers, and he has been an inspiration for many of us. “id Software games have been a benchmark of innovation in interactive graphics for decades,” Manuel recalls pointing to Quake II not only as a memorable game but also a milestone in game visuals. However, they all have limitations and often fall deep into the uncanny valley." "Many different techniques have been invented over the years to approximate these material properties. Which, on the receiving end, would no doubt be a lot scarier than coming across a Berserker. As pointed out by NVIDIA, the fact that there weren’t any surfaces that reflected the player the avatar or player model in Quake II only consisted of a hand attached to a weapon. The lack of reflections, simulated or not, is not exactly surprising for a game that came out at a time when films like Con Air, Titanic, and Face/Off were filling up movie theatres. Only ray tracing can produce physically correct reflections and refractions in every situation.” ![]() However, they all have limitations and often fall deep into the uncanny valley. ![]() “Many different techniques have been invented over the years to approximate these material properties. “Quake II had no complex materials such as metal, water, or glass, because reflections and refractions would have had to be computed in real-time,” Manuel continues. Although lightmaps have been greatly improved since, they remain a fundamental technique that is still used today in almost every game.” Many shadows were also missing or incorrect. Because these ray-tracing calculations could not be performed in real time, much of the lighting in the game was static. “For instance, the first Quake is credited as the first game to store pre-computed diffuse lighting and occlusions into lightmaps. “Quake II was already a pioneer in simulating many lighting effects,” NVIDIA’s Manuel Kraemer adds. I started making some improvements, then everyone got excited, and then things really started cooking.”Ī Technical Marvel - Looking Back at Quake II Originally, our intention was just to analyse and improve performance and fix some image quality issues. “We were not aware of the project before that. “We first heard of Christoph’s Q2VKPT sometime in late January shortly after it was released,” Principal DevTech Engineer Alexey Panteleev and lead programmer on Quake II RTX tells me. ![]() Especially when you factor in the age of Quake II. In fact, like the rest of us, the engineering team at NVIDIA were impressed and fascinated by the results. student and former NVIDIA intern Christoph Schied from earlier in the year. The demo was built off the impressive path-tracing mod created by Ph.D. With the new part being that a team of engineers and artists at NVIDIA had gone and changed up all the lighting and other visual effects found in the 1997 classic and replaced them with cutting edge ray-tracing ones. In March, NVIDIA took the stage at the Game Developers Conference (GDC) to showcase a new look at id Software’s seminal shooter Quake II. Powered by the company’s new line of Turing graphics cards, ray-tracing represents a major leap in the visual fidelity and realism found in real-time environments - with the flagship NVIDIA RTX 2080 Ti leading the charge. ![]()
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