Quake II RTX uses the regular Quake II network protocol (version 36 from Q2PRO), but the flare gun is an extension to the protocol. The sv_flaregun and sv_restrict_rtx settings have been added mostly for compatibility reasons. ![]() If multiple dedicated cooperative servers are started from the same installation directory, they should use different directories to save game state. Sv_savedir: path to the directory within baseq2 where the server will save game state in cooperative play mode. ![]() Sv_restrict_rtx: if set to 1, makes the server available only to clients playing Quake II RTX other clients like the regular Quake II or Q2PRO will be rejected. 0 means no flare gun, 1 means spawn with the flare gun but no ammo, 2 means spawn with the flare gun and 5 grenades (because the flare gun uses grenades). Sv_flaregun: controls whether players spawn with the flare gun and ammo for it. We have added some more variables to control RTX specific features: VKRay supports all the goodies seen here and in RTX ray-traced titles, and is game ready for Vulkan releases on Linux and other supported Vulkan platforms.Many of the console variables useful for dedicated server administration are documented in the Q2PRO server manual - since Quake II RTX is derived from Q2PRO, these variables still apply. What’s more, Quake II RTX is running with NVIDIA VKRay (also known as VK_NV_ray_tracing), a Vulkan extension that allows any developer using Vulkan to add ray tracing effects to their games. ![]() All running in real-time for the first time on a GeForce RTX graphics card. Looking at the screenshots, you’ll see physically-based materials with reflections refraction, emissive textures, hard and soft shadows indirect diffuse lighting dynamic effect lighting dynamic weapon effects and real-time controllable time of day. We’ve introduced real-time, controllable time of day lighting, with accurate sunlight and indirect illumination refraction on water and glass emissive, reflective and transparent surfaces normal and roughness maps for added surface detail particle and laser effects for weapons procedural environment maps featuring mountains, sky and clouds, which are updated when the time of day is changed a flare gun for illuminating dark corners where enemies lurk an improved denoiser SLI support (hands-up if you rolled with Voodoo 2 SLI back in the day) Quake 2 XP high-detail weapons, models and textures optional NVIDIA Flow fire, smoke and particle effects, and much more! “But what’s new with Quake II RTX compared to Q2VKPT?”, you ask. That means all lighting, reflections, shadows and VFX are ray-traced, with no traditional effects or techniques utilized. Running on a Vulkan renderer, with support for Linux, Quake II RTX is a pure ray-traced game. He said yes, and this week NVIDIA is presenting the newly-created Quake II RTX with Christoph at GDC 2019. So, we reached out shortly after Q2VKPT’s release to ask if our own ray tracing experts, many of whom he worked with previously, could develop some additions. At GTC 2019, Nvidia unveiled Quake 2 RTX, an improved take on Quake 2 VKPT, which will be released on Github soon.ĢVKPT is the basis for future research, and a platform for more ray tracing goodness. Digital Foundry ran with it and did a video piece. ![]() Remember this thread? Christoph Schied released Quake 2 VKPT back in January, delivering a path traced solution to a classic game, free for download.
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