10 votes

Quake II RTX ray-traced remaster will be released on June 6th, 2019

8 comments

  1. [7]
    Akir
    Link
    Some of those screenshot comparisons look awefully unfair. Quake 2 had precalculated light maps IIRC, yet the "rt on" screenshots had light sources not available in the "rt off" screenshots. It...

    Some of those screenshot comparisons look awefully unfair. Quake 2 had precalculated light maps IIRC, yet the "rt on" screenshots had light sources not available in the "rt off" screenshots. It kind of reminds me of those DirectX 10 screenshots where they just blurred and darkened the screenshots for the DX9 so the newer version would seem more impressive.

    5 votes
    1. [3]
      Diff
      Link Parent
      Yeah I can't see a single thing in the RTX OFF screenshots, all the brightness from the RTX ON screenshot just washes it all out. even if the OG Quake 2 screenshots are representative of how it...

      Yeah I can't see a single thing in the RTX OFF screenshots, all the brightness from the RTX ON screenshot just washes it all out. even if the OG Quake 2 screenshots are representative of how it actually looked (never played it personally), idk how that's supposed to be a comparison. The scenes are lighted entirely differently to the point that p much only the geometry is the same.

      2 votes
      1. [2]
        babypuncher
        Link Parent
        That's kind of the point. Ray tracing is a fundamentally different way to light a scene, of course the lighting will look different.

        The scenes are lighted entirely differently to the point that p much only the geometry is the same.

        That's kind of the point. Ray tracing is a fundamentally different way to light a scene, of course the lighting will look different.

        3 votes
        1. Diff
          Link Parent
          but putting an incredibly bright scene directly on top of a dark scene just washes out the dark one is what I'm saying. you can't compare them in that manner, because you can't even hardly see...

          but putting an incredibly bright scene directly on top of a dark scene just washes out the dark one is what I'm saying. you can't compare them in that manner, because you can't even hardly see anything in the OG screenshots.

    2. [3]
      babypuncher
      Link Parent
      How would you propose they fairly compare lightmaps with real time ray traced lighting?

      How would you propose they fairly compare lightmaps with real time ray traced lighting?

      1 vote
      1. [2]
        Akir
        Link Parent
        From what I understand, lightmapping is simply precalculated lighting, so the level geometry by itself and excluding dynamic objectd should not look different if it is using the same lighting...

        From what I understand, lightmapping is simply precalculated lighting, so the level geometry by itself and excluding dynamic objectd should not look different if it is using the same lighting data.

        That being said, I don't know what algorithms the original quake 2 were using for lighting calculations.

        1 vote
        1. babypuncher
          (edited )
          Link Parent
          My experience with the GtkRadiant map editor for Quake 3 powered games was that the lighting model was still relatively simple compared to what games do in real time today. A big problem was light...

          My experience with the GtkRadiant map editor for Quake 3 powered games was that the lighting model was still relatively simple compared to what games do in real time today. A big problem was light just not propagating well around corners, something ray tracing addresses directly. In Quake 3 maps, we could either solve this by placing tons of light entities (computationally expensive when compiling the map) or raising the ambient light setting. I do not know how applicable this is to Quake II, but I imagine it was similar if more rudimentary.

          With ray tracing you really don't have (or want) an ambient light setting, so if the games maps were lit with a high ambient light value then a raytraced version of the game needs to compensate by either increasing the brightness of existing entities or adding additional light sources. One thing it looks like they've done is make the skybox itself a light source, which probably adds a lot of light to the scene on its own.

          3 votes
  2. mbc
    Link
    I love this! Quake 2 was the game that got me to pony up the cash for a Voodoo 2 video card. That's cool that they're using it to show people how nice it looks with raytracing.

    I love this! Quake 2 was the game that got me to pony up the cash for a Voodoo 2 video card. That's cool that they're using it to show people how nice it looks with raytracing.

    1 vote