Quake II RTX - SurooshX
Hey, everyone! Today we're releasing v1.3.0, featuring an exclusive Photo Mode, support for video cutscenes, and further improvements. Read our full article here.

New Features:
  • Added Photo Mode
  • Added free camera controls for Photo Mode when the game is paused. See the Readme for more information.
  • Added support for Depth of Field in Photo Mode
  • Added support for campaign video cutscenes.
  • Added support for selecting which display should be used for the fullscreen mode.
  • Added support for loading map-specific files with sky clusters, which should be useful for custom maps.
  • Added display of the selected inventory item name in the status bar.

Photo Mode Instructions:
When a single player game or demo playback is paused with the pause key, the photo mode activates. In this mode, denoisers and some other real-time rendering approximations are disabled, and the image is produced using accumulation rendering instead. This means that the engine renders the same frame hundreds or thousands of times, with different noise patterns, and averages the results. Once the image is stable enough, you can save a screenshot.



Depth of Field (DoF) - simulates camera aperture and defocus blur, or bokeh. To control DoF in the game, use the mouse wheel and Shift/Ctrl modifier keys: wheel alone adjusts the focal distance, Shift+Wheel adjusts the aperture size, and Ctrl makes the adjustments finer.



Free Camera Controls - once the game is paused, you can move the camera and detach it from the character. To move the camera, use the regular W/A/S/D keys, plus Q/E to move up and down. Shift makes movement faster, and Ctrl makes it slower. To change orientation of the camera, move the mouse while holding the left mouse button. To zoom, move the mouse up or down while holding the right mouse button. To adjust camera roll, move the mouse left or right while holding both mouse buttons.

Settings for all these features can be found in the game menu. To adjust the settings from the console, see the pt_accumulation_rendering, pt_dof, pt_aperture, pt_freecam and some other similar console variables in the Client Manual.

Fixed Issues:
Fixed a crash that happened at map load time when a custom map has no analytic lights.
Reduced the noise in the biggun map next to the barred windows.
Reduced the noise from yellow lamps next to the entrance of the jail4 map at night.

Misc Improvements:
Improved the menu settings to show units for various sliders, such as degrees or percentage.
Made the volume controls logarithmic instead of linear.


Enjoy! Let us know if you have any questions.
Quake II RTX - tVEP8aXcRYsv
Today we're releasing a minor update for Quake II RTX, v1.2.1. This update focuses mostly on fixing the issues reported by the community since the launch of v1.2.0 two days ago.

Fixed Issues:
  • Fixed the bug with broken OpenAL sound on certain maps: https://github.com/NVIDIA/Q2RTX/issues/47
  • Fixed the material on the pipe at the end of the `strike` map.
  • Fixed a typo in the `pt_enable_sprites` cvar name.
  • Fixed the handling of swap chain image layouts to avoid the black screen bug on a future driver version [200570279]
  • Restored the "projection" setting in the Video menu.
Quake II RTX - NV_Tim
In June, we released our ray-traced remaster of the beloved 1997 first-person shooter. Now, we’re launching a major v1.2 update that further improves graphical fidelity, and introduces new configuration options so you can tailor the experience to your liking.

Most noticeably, we’ve updated over 400 textures to improve image quality, and have improved the rendering of metals, which together significantly enhance the look of many levels and areas.



Water has improved, too, with the rendering of underwater god rays, and the display of god rays in reflections and refractions, which can improve the realism and illumination of surrounding detail.



Real-time ray-traced graphics can now be shown on security monitors and other displays, improving scene detail and immersion:



Recursive reflections (reflections reflected on other reflections) can now be rendered on select surfaces, creating a hall of mirrors effect:



The rendering of glass has been improved, along with the rendering of reflections, refractions and god rays through the glass. And we’ve introduced a new optional setting that further improves the quality of glass rendering:


Note: Thick Glass image captured in paused screenshot (reference) mode, to fully demonstrate the new option’s capabilities

Additionally, we’ve also made numerous changes and improvements to denoising and other rendering features, improving image quality in all levels, and greatly improving quality in certain scenes:



Tinted glass now affects light passing through it, and together with the aforementioned improvements, this scene’s fidelity is greatly improved

And finally, we’ve introduced several new graphics options and toggles:

  • Resolution Scaling Options: previously, you could decrease the internal rendering resolution to improve performance, or crank up the resolution to increase image quality. Now, there are options to enable dynamic resolution scaling - when dynamic scale is activated, the game will try to keep the target frame rate by adjusting the scale between minimum and maximum. By default, the option will try to keep your gameplay at 60 FPS by scaling between 50% and 100% resolution scaling. If the game is faster than 60 FPS at 100%, it will not increase the scale further, so if you see you have a ton of extra performance, increase “Maximum Scale”
  • Reflection and Refraction Depth: configure the number of allowed reflection or refraction bounces, which most prominently affects the recursive reflections demonstrated earlier
  • Temporal Anti-Aliasing Toggle: enable or disable our post-process anti-aliasing
  • Security Cameras: enable security camera monitors to display real-time gameplay, as shown above
  • Thick Glass Refraction: experimental option that renders more physically accurate representations of thick glass, with internal reflection and refraction

If you have Quake II RTX on Steam, the v1.2 update will be automatically installed. If you have a standalone Windows copy, download the update here, and for Linux head here. And if you’re interested in modding Quake II RTX, check out our new modding guide. If you don’t own a copy of the game, you can still try the first three levels for free. To get access to everything, buy a copy from Steam, GOG or Bethesda.net.

To read the extensive list of changes in v1.2, click here.

© 1997 id Software LLC, a ZeniMax Media company. QUAKE, id, id Software, id Tech and related logos are registered trademarks or trademarks of id Software LLC in the U.S. and/or other countries. Bethesda, Bethesda Softworks, ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. All Rights Reserved.
This product is based on or incorporates materials from the sources listed below (third party IP). Such licenses and notices are provided for informational purposes only.
Quake II: Copyright (C) 1997-2001 Id Software, Inc. Licensed under the terms of the GPLv2.
Q2VKPT: Copyright © 2018 Christoph Schied. Licensed under the terms of the GPLv2.
Quake2MaX "A Modscape Production": Textures from Quake2Max used in Quake2XP. Copyright © 2019 D Scott Boyce @scobotech. All Rights Reserved. Subject to Creative Commons license version 1.0. Roughness and specular channels were adjusted in texture maps to work with the Quake II RTX engine.
Q2XP Mod Pack: Used with permission from Arthur Galaktionov.
Q2Pro: Copyright © 2003-2011 Andrey Nazarov. Licensed under the terms of the GPLv2.

Quake II RTX - SurooshX
Hey, everyone! Today we're releasing v1.2.0, coming with fixes and improvements. Read our full article here.

New Features:
  • Added support for dynamic resolution scaling that adjusts rendering resolution to meet an FPS target.
  • Added support for multiple reflection or refraction bounces.
  • Added light coloring by tinted glass.
  • Added support for security camera views on some monitors in the game.
  • Added god rays in reflections and refractions, improved god rays filtering.
  • Added a spatial denoiser for the specular channel.
  • Added support for loading custom sky (portal) light meshes from .obj files, and added portal light definitions for many maps in the base game.
  • Added triangular lights for laser beams: https://github.com/NVIDIA/Q2RTX/issues/43
  • Added “shader balls” to the shipping builds.
  • Added cvar `pt_accumulation_rendering_framenum` to control how many frames to accumulate in the reference mode.
  • Added cvar `pt_show_sky` to make analyzing skybox geometry easier.

Fixed Issues:
  • Fixed the stutter caused by Steam overlay by updating to the latest version of SDL2.
  • Fixed Stroggos atmospheric scattering (sky color) and overall sky brightness.
  • Fixed light scattering on the clouds.
  • Fixed the issue with overexposed player setup screen: https://github.com/NVIDIA/Q2RTX/issues/18
  • Fixed the sudden darkening of the screen: https://github.com/NVIDIA/Q2RTX/issues/26
  • Fixed the "PF_centerprintf to a non-client" warnings that happened on the "command" map when the computers are blown up, instead of informative on-screen messages.
  • Fixed missing GI on reflections of the first person model.

Denoising and image stability improvements:
  • Improved image quality and temporal stability of reflections and refractions by computing correct motion vectors for reflected surfaces and surfaces visible through flat glass.
  • Disabled the pixel jitter when temporal AA is turned off.
  • Added sample jitter to the spatial denoiser to improve the noise patterns that appear after light invalidation.
  • Improved image stability around blinking lights by using the light intensities from the previous frame on gradient pixels.
  • Improved stability of indirect lighting from sphere lights by limiting their contribution.
  • Added storage scaling for all lighting channels to avoid color quantization.
  • Fixed flickering that happened when the number of dynamic lights changes.
  • Improved sharpness of textured glass and similar transmissive effects by passing them around the denoiser.
  • Added multiple importance sampling of specular reflections of direct lights.
  • Replaced sphere lights that were used for wall lamps (mostly in the “train” map) with polygon lights to reduce noise.
  • Added an upper limit on sky luminance to avoid oversampling the sky in shadowed areas and thus reduce noise from direct lights.
  • Added light sampling correction based on statistical per-cluster light visibility. The idea is, if we see that a light is usually not visible, let's not sample it so much.

Material improvements:
  • Metals are now rendered much better thanks to the denoiser and BRDF improvements.
  • Over 400 textures have been adjusted or repainted.
  • Removed the nonlinear transform from emissive textures, and reduced the negative bias applied to them.
  • Force light materials to be opaque to make the laser lights in mine maps appear in reflections.
  • Restore specular on materials with roughness = 1, but make specular on rough dielectrics much dimmer.

Shading and BRDF improvements:
  • Fixed scaling of diffuse and specular reflections: https://github.com/NVIDIA/Q2RTX/issues/37
  • Fixed relative brightness and spotlight terms for different light types.
  • Hemisphere sampling for indirect diffuse tuned to make the results better match the cosine-weighted sampling in reference mode.
  • Trace more specular rays for shiny metals that do not need indirect diffuse lighting.
  • Fixed the misdirection of second bounce lighting into the diffuse channel when the light path starts as specular on the primary surface: https://github.com/NVIDIA/Q2RTX/issues/25
  • Replaced regular NDF sampling for specular bounce rays with visible NDF sampling: https://github.com/NVIDIA/Q2RTX/issues/40
  • Tuned fake specular to be closer to reference specular.
  • Added normalization of normal map vectors on load to avoid false roughness adjustments by the Toksvig factor.
  • Improved roughness correction to not happen on texture magnification, and to better handle cases like zero roughness.
  • Fixed the computation of N.V to avoid potential NaNs: https://github.com/NVIDIA/Q2RTX/issues/23

Misc Improvements:
  • Removed the multiplayer specific sun position setting, and changed the remaining setting to be morning by default.
  • Changed the default value of texture LOD bias to 0 for extra sharpness.
  • Use nearest filter for upscaling from 50% resolution scale (a.k.a integer scaling).
  • Made the brightness of sprites, beams, particles, smoke, and effects like quad damage be similar to overall scene brightness, to avoid having them washed out under direct sunlight.
  • Made the explosions and other sprites appear in low-roughness specular reflections.
  • Changed the flare lights to be derived from the flare model entity instead of the effect event, which makes the lights follow the flares smoothly in flight, and reduces flicker that was due to frequent light creation and destruction.
  • Removed insane and dead soldiers with `nomonsters 1`.
  • Random number generator now produces enough different sequences to cover thousands of frames for reference mode accumulation.
  • The `pt_direct_polygon_lights` cvar has a new meaning when set to -1: all polygon lights are sampled through the indirect lighting shader, for comparison purposes.
  • Moved the first person player model a bit backwards to avoid having it block reflections.

Enjoy! Let us know if you have any questions.
QUAKE II - contact@rockpapershotgun.com (Katharine Castle)

Whatever your feelings are on Quake II RTX, it looks like it won’t be the only classic PC game getting Nvidia’s fancy pants ray tracing treatment. A recently posted job ad for Nvidia’s Lightspeed Studios has revealed a new “game remastering program” that aims to bring “some of the greatest titles from the past decades […] into the ray tracing age”. There’s no word yet on exactly what games they’re remastering at the moment, but the first will apparently be a game “you know and love”.

(more…)

Quake II RTX - SurooshX
Today we're releasing v1.1.0, coming with fixes and improvements.

New Features:
  • Added music playback support - see the Readme for instructions.

Fixed Issues:
  • Fixed the crash with message "recursive error: bad tail" that sometimes happened at the end of the biggun map.
  • Fixed the issue with players spawning at the wrong level entrance after loading an autosave.
  • Fixed the Linux install script to work with spaces in paths.
  • Fixed the interpretation of pt_fake_roughness_threshold.
  • Fixed the bright noise that appeared at the end of the hangar2 map after closing the hangar doors.
  • Fixed the image blurring on FOV changes.
  • Added limits for sky brightness to avoid denoiser artifacts when the sky is too bright.

Other Improvements:
  • Re-arranged some menu options to make the menu less confusing.
  • Added the player models from the Quake II shareware demo to the package.
  • Added a menu option to invert mouse controls.
  • Enabled cl_adjustfov by default because that works better for wide screens.
  • Tweaked the tone mapper to make really dark places brighter.

For more info on Quake II RTX, you can check out our Feedback Thread, as well as our official GitHub page.
Quake II RTX - NV_Randy
Hello Everyone,

Welcome to our NVIDIA Quake II RTX installation guide + FAQ page.

Make sure to check out the video link below on remastering a classic game with our Ray Tracing technology!

Tony Tamasi - Remastering 1997's Quake II with Ray Tracing

Q: Where can I get the game?

A: You can get the game in the following two ways.


Q: How do I install and play the Quake II RTX?
  1. Download QUAKE II RTX game from any of the above mentioned ways.

  2. Double click on the installation file to start the installation process.

  3. You will be prompted with the QUAKE II RTX welcome setup page. Click Next to continue.



  4. After the welcome page, you will be given 2 options:
    - Install 3 levels bundled with Quake 2 RTX.
    - Incorporate all levels and multiplayer if you own the game.

  5. Once the installation process has been completed, double click on the QUAKE II RTX shortcut on your Desktop to start the game.



Q: I played the 3 level demo and just bought the full game. How do I play the full game with RTX ON?

A:To enable RTX on for the full game, you will need to copy the data files from the full game to Quake II RTX. You can easily do that by running the installation process again. At the Choose Components prompt screen, select “Quake II Full Game” option during the re-installation process. The installer will then attempt to locate the files of the original Quake II game on your hard drive, or ask you to select the folder where the game is installed.
If you prefer to copy the files manually, locate the three “pakN.pak” files and the “players” folder in the baseq2 folder of your copy of Quake II and copy them into the baseq2 folder in Quake II RTX.




Q: How do I turn on RTX if I own the original Quake II game?

A: Install and run the installer for Quake II RTX. During the installation process, choose the "Quake II Full Game" option and point the installer to your copy of the game. Alternatively, if you have installed Quake II RTX already as a Shareware Demo, copy the .pak files and the players folder from baseq2 in your copy into baseq2 in the Quake II RTX folder.


Instructions on connecting to private Quake II server
  1. Install Quake 2 (full game) and Quake 2 RTX. See above for installation guide.
  2. Once Quake II is loaded, go to Multiplayer.



  3. Press `~` to bring down the console, type in the private server password by typing in /password <input your password here> and press enter.



  4. Hide the console by pressing `~` again and click on “browse q2servers.com”.

  5. Server list will be populating, once it’s done, click on “Hostnames” at the top left of the screen to alphabetize the server names.

  6. Password and server name will be provided from NVIDIA via Email for different regions.



  7. The console will drop down again loading you into the server. Shortly after you should be loaded in to the game.

Q: How do I join password protected Servers NOT on Q2Servers.com?

A: Please follow the steps below.

1. Launch Quake II RTX from the Desktop Shortcut.
2. Press `~` to pull down the console.
3. Type in /password %PASSWORD%
4. Type in /connect %IP ADDRESS:PORT%
5. The console will now show connectivity progress and user will connect to server shortly after


Multiplayer disclaimer:
- Due to the fact we have limited resources to support multiplayer server, we may not be able to address all issues.
- Game play experience may vary on multiplayer.
- Rockets and other items may disappear in certain pools of water, which were opaque in the original Quake II;
- Flare gun will not be available;
- Gameplay mods or custom maps may be incompatible with Q2RTX.


FAQs
Q: What is NVIDIA RTX used for in Quake II RTX?

A: This is a remaster of the classic game. Quake II RTX is fully ray traced (using path tracing), delivering highly realistic lighting, shadows, reflections, global illumination and more.


Q: What are the recommended specs and settings?

A: These are recommended specs to achieve 60 fps smooth gameplay at 1080P:
RTX 2060, all settings “on”, Caustics “off”, Global Illumination “low”
RTX 2070, all settings “on”, Global Illumination “medium”
RTX 2080, all settings “on”, Global Illumination “high”
RTX 2080Ti, all settings “on” Global Illumination “high”


Q: What does ‘path-traced’ mean?

A: Path tracing is the “most pure form of ray tracing,” where light rays (paths) are traced through the scene in a way that unifies all lighting effects into a single algorithm. Games dramatically increase visual realism by using ray tracing. Moving to full path tracing takes things a step farther---instead of separate algorithms for shadows, reflections, ambient occlusion, and diffuse global illumination, all lighting is computed in a unified way. This elegant form of rendering is used in CG films, but has previously been too expensive for games. Quake II RTX shows all these ray traced effects are possible at once, in real-time, on GeForce RTX GPUs.


Q: What’s included in Github?

A: This includes the source code for Quake II RTX. No media files are included.


Q: What expansion packs work with this mod?

A: Community authored maps may work (Your mileage may vary). The official expansion packs (Q2: Ground Zero and Q2: The Reckoning) are not currently supported at this time.

Additional Links:
Quake II RTX general information and answers

Don't forget to checkout our in-dept Getting Started Guide and Guide for Advanced Users under the Guides tab.

You can also download the guides here:
Getting Started Guide

Advanced Users Guide
...

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