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On June 6th, you will be able to get free the remastered version of Quake II RTX from Nvidia. And if you wonder how fast the game turns, we have just discovered it in the oldest possible way.
First of all, to catch up, Nvidia took the classic 1997 shooter from iD Quake II and has updated it with love with a fully rendered rendering engine. Although you consider this as a support "just another game with a hybrid ray tracing", it's much more than that. At this stage of the physical performance of ray tracing, most games use ray tracing sparingly and combine it with traditional framing techniques.
Nvidia Quake II RTX Remaster, however, makes everything physically by tracing light rays to create the scene. Such an enterprise with the complexity of a modern game is not possible, but the Quake II put it at your fingertips.
Nvidia gave us the chance to play with a release version of Quake II RTX so during Computex, we decided to see how true the RTX version was.
Memories: back to Quake II
When we talk about Quake IIwe are talking about PC games at the old school and old school graphics. In 1997, Matrox was still in the game, AMD had not yet bought ATI and even Nvidia's GeForce did not exist yet (its map at the time was the Riva 128). In fact, dozens of graphic companies were still competing at the time.
As if to prove that the world is changing over time, everyone was worried that the next Intel graphics card, the i740, uses the AGP interface. Investors, tech analysts and the press generally thought that Intel could do nothing wrong and would soon take control of the discrete graphics market.
However, in 1997, PC gamers all wanted the 3Dfx Voodoo card (the Voodoo2 card will be released one year later Quake II).
How to compare Quake II RTX from 1997
Only old people probably remember that Quake II had a built-in marker, which quickly became the game reference for measuring graphics cards (the term GPU has not yet been invented). What's cool is the redesign of Nvidia Quake II includes the original timedemo of 1997.
To launch it, install the demo of the game when Nvidia makes it available on its website. The free version includes three levels but should be able to run the Quake II integrated reference. Set up the game for the resolution and graphics quality settings you want to test, and then follow this key sequence:
- Press the tilde (wavy line) key, usually in the upper left corner (below the line of the soft key) on standard QWERTY keyboards.
- Type timedemo 1
- Type demo1 demo
These commands work in the Quake RTX version (created from the work of Christoph Schied for his project Q2VKPT).
If you just want to see how your copy of Quake II works today, you may need to type this instead:
- timedemo 1
- demomap demo1.dm2
For an alternative demonstration card, type demomap demo2.dm2 instead of.
Quake II will now run the short scene. Press the tilde key again to display an average scroll rate.
So how fast is it?
On a GeForce RTX 2080 Ti with a not-quite final version of Quake II RTXwe saw about 97 fps at a resolution of 1920×1080, with a high visual quality. For comparison, we saw about 419 frames per second in Quake II, set to 1920×1080 with 8x anisotropic filtering and multisampling disabled, using OpenGL 3.2 rendering on a Core i7-9750H laptop with a GeForce GTX 1660 Ti GPU. We had to patch the Steam version first by using the Yamagi fix.
If you're overwhelmed with 97 frames per second with a GeForce RTX 2080 Ti at $ 1,200, remember what's going on here. The game implements a fully rendered rendering engine and is expensive in terms of calculation. This is a technique that has been used until now, and quite recently, only in 3D movies.
It also gives beautiful effects. Glass windows and water in Quake II RTX obviously seems like night and day of the original version. So, if you want to pin down "just 97 fps" on a GeForce RTX 2080 Ti, know that a game session of Quake II RTX will easily render more ray tracing images than a full animation movie, and in real time too.
It's like starting again in 1997!
Rather than taking advantage of it, it's an opportunity to create a new critique of the current state of ray tracing in today's games and equipment, but to turn back the lost time of 22 years and launch this gem of play.
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