11/24/2023 0 Comments Quake ii rtx gameplay![]() Also eye apaptation should be purely tone map based feature independand from ray tracing, and should turn any pitch black area into well lit if tonemap shader fed with proper hdr image which is got compressed into sdr by tonemap. Colors in this port are screwed up and does not look physicially correct and most important - they screw up gameplay. Well, bug or not, this is all does not look right and well implemented feature. Here're screenshots of before and after adaptation of that secret on the first map. You are probably not playing on well calibrated display or tv with color range 16-235, try that and you will get always pitch black. In real life going from sunlit area to almost pitch-black would take minutes to fully adapt, maybe 10-15. Compare them and you'll see that adaptaion works. Then quickly turn away(face silencer) and immediately make screenshot. Crawl under there and look at the sunlit area. Same secret on first level, sun set to noon. Light bounces properly in RTX(set Global Illumination to high for higher lighting there). Set sun to noon, and silencer will be clearly visible in Q2RTX(unlike original). Under stairs secret in the first level is not pitch black anymore. Underwater secret there has absolutely no light. Originally posted by MASTAN:First secret level, area with supershotgun. Keeping in mind that this doesn't replace properly designed third person weapons. ![]() With some alterations I could make it brighter. I tested this myself by forcing the engine to render the first person gun (with hand attached lol) in third person and it lit up the map, but only _barely_ and in very dark areas. Weapons would only light up the map if there was third person models which had a diffuse + _light textures. They only made models + textures for first person models. There are two models for each weapon, one is a first person model which only you see, and the other is the third person model which other players see. Tm_dyn_range_stops (default: 7.0) <- increase for more light steps ![]() Tm_exposure_bias (default: -1.0) <- increase for more exposure Tm_min_luminance (default: 0.002) <- lower for more light Be warned that you can make it look worse if you don't finely tune the values. If you want to alter the adaptation/exposure, play around with these commands. It seems like shadows and lights overpowered and has artificially buffed contrast or something like this, because in lit areas lights are too strong as well and everything is overlit. And oh boy, if you set night, you will see darkest and absolutely unplayable night ever in game. well supposed lights which nvidia seems to forgot to count as light sources. Same with other areas that has some amount of lights. For example in very 1st leve, when you go outdoor to area wtih water and flags on building, there is a stair and you have secret area under this stair - its unrealistically pitch black and does not count the fact that nearby walls and floor is well lit and this lighting should bounce and lit under stair area, also it does not count the fact that once you under it, eyes should adapt to darkness and see details under it. There are no ABSOLUTELY NO LIGHT areas! Also its a ray tracing, light should bounce into dark areas and lit them as well. The client and server manuals are particularly useful.Have you ever walked at night or got into some dark are? There is almost impossible to find place where you can see nothing, and in quake 2 there are no areas where at least some lights are not present. Consequently, many of the settings and console variables that work for Q2PRO also work for Quake 2 RTX. Q2VKPT, in turn, builds upon Q2PRO, which is a modernized version of the Quake II engine. student at the Karlsruhe Institute of Technology in Germany. Q2VKPT was created by former NVIDIA intern Christoph Schied, a Ph.D. Quake II RTX builds upon the Q2VKPT branch of the Quake II open source engine. This installer comes with the free shareware levels, or you can point it to the folder of your Quake 2 installation to get the full Quake II experience. ![]() Global lighting effects like realistic reflections, refraction, shadows, and global illumination create a whole new Quake II experience. Only then will the fate of humanity be known. Relive the classic Quake II, now with Vulkan-based real-time ray tracing on NVIDIA graphics cards with RTX support (GeForce GTX 1060 and newer, all GeForce RTX 20 cards).Įxperience realistic reflections, refraction, shadows, and global illumination while you fight your way through the hostile Strogg civilization in the first three levels of the original game. Quake 2 RTX is NVIDIA's attempt at implementing a fully functional version of Id Software's 1997 hit game Quake II with RTX path-traced global illumination.
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