Quake II gets support for beam search for GeForce RTX


If you have successfully become the owner of one of the video cards from the GeForce RTX family, then other games with support for hardware ray search are now available to you. Suddenly, Quake II was a sect shooter, originally released in 1997. However, through the efforts of enthusiastic programmers, the Q2VKPT conceptual project was replaced, where the original graphics code of the old game was replaced with a new one, which used the Turing chip hardware capabilities to ray tracking.

Q2VKPT is a fully playable Quake II that uses real-time dynamic lighting that is calculated using NVIDIA RTX technology. Besides that, unlike the same Battlefield V, here this technology is used far more complete. Ray tracing is used both for direct illumination calculations and for diffused and reflected light. According to the developer, the project must function as a kind of demonstration of future game graphics. In addition to hardware ray tracing, Q2VKPT also uses an adaptive image filtering algorithm, which allows not to rebuild the entire scene at any time, but uses the illumination data calculated in the previous frame.

This modified game works through the Vulkan API and produces enough performance to be received on the GeForce RTX card. For example, having a GeForce RTX 2080 Ti, you can get around 60 fps at a resolution of 2560 × 1440. And this is actually a good result, given that DLSS technology is not used, and ray tracking is not separate, as in modern games with RTX support and for counting total global illumination, including shadows, reflections, and light scattering. In other words, in Q2VKPT you can see lighting that is completely realistic and physically correct. And that's why you don't need to be surprised that the most modern video cards only produce 60 fps in 20-year-old games.

You can download Quake 2 modified with the best search from the link (you will also need a file from the original game to start). There, the project writer, a graduate student at the Karlsruhe Institute of Technology in Germany, Christoph Schied, shared the source code and answered basic questions about the project.

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