


- #Quake ii rtx on a crt at 85hz mod#
- #Quake ii rtx on a crt at 85hz upgrade#
- #Quake ii rtx on a crt at 85hz full#
- #Quake ii rtx on a crt at 85hz Pc#
- #Quake ii rtx on a crt at 85hz download#
The final issue is that scenes that lack a lot of direct lighting have a speckled look, as the denoiser can only do so much given the low lighting conditions. The specular lighting updates very slowly, meaning that muzzle flashes from weapons fire persist for some time. Another issue concerns some surfaces that have a reflective element. Other gripes? When the lights go out suddenly, there's an extended after-image of the lit scene that gradually blends away, which looks rather awkward. Yes, it's more clearly signposted that it's a hazardous material, but it looks somewhat overbearing in some environments, where I imagine a less intense and more muted off-green would fit the mood better. One of the more controversial changes I would say comes from the change to the hazardous chemical pools in the game: in the original they are green/brown textures but here, they're transformed into a super-bright neon teal. The voxel grid is a bit coarse, so you can see liasing in the volumetric fog, but it looks good enough and if you do not like it, you can separately disable it in the options menu, reverting to a generic distance fog - or no fog at all. More impactful still is that the sky itself is an emissive light source, so that iconic purple skybox now casts literal purple hued light onto the world below, an incredible effect augmented by the injection of frustum-aligned voxel fog, which can also be lit. Lava is an emissive light source too, of course, dramatically transforming many scenes. Teleporter pads with their little red lights cast light and shadows on nearby surfaces - confirming that coloured lighting is also added, something missing from the original Quake. One of the biggest changes is the use of emissive lighting surfaces, something only possible with RT. One of my favourite RT elements is the lightning gun, which casts light all along the surface of the lighting trail as it leaves the weapon's muzzle. As a part of this system, all muzzle flashes from gunfire cast light and shadows as well, leading to some pretty awesome moments in the dark, reminiscent of Doom 3. Indoor scenes are lit by torches and other small light sources, casting dynamic shadows from appropriate objects.
#Quake ii rtx on a crt at 85hz full#
The path-traced option offers a more radical transformation by leveraging path tracing for all of the game's lighting, full replacing light maps and the other tricks Quake used to simulate the look of light back in 1996.
#Quake ii rtx on a crt at 85hz upgrade#
A really nice upgrade comes from the teleporters, which now show you the area you'll arrive in when you travel through, Portal-style. You also get RT-specific view distortion effects when under water too. The classic renderer uses ray tracing for all the primary rendering of geometry, but the lighting is still processed through texture-based light maps like the original game, meaning you get similar lighting and ambience, with some intriguing RT effects: water surfaces are completely different, with RT reflections that show the full surroundings. The screenshots are nice - but looking at RT Quake in motion is something very, very special.


#Quake ii rtx on a crt at 85hz mod#
Doing this eliminates blurring issues that kick in with the more recent rendition of Nvidia's machine-learning upscaling technology.īeyond image reconstruction, gamers actually get two different RT implementations with this mod - a 'classic' option that looks more like the original game with some very nice ray-traced upgrades, alongside a full path-tracer, radically transforming the aesthetic of the game. DLSS and FSR2 are supported - and both deliver great results overall, by the way - but the recommended DLSS 2.4.0 should be swapped out for the earlier DLSS 2.2.6. It's all relatively straightforward, but I do recommend making one small change to the instructions.
#Quake ii rtx on a crt at 85hz download#
Tsyrendashiev has taken the Vulkan port of Quake by id Software's Axel Gneiting and delivered something very, very special.īut first up, how do you get your hands on the modified game? Simply download the necessary files from the VKQuake-RT github page and merge them with the version of Quake you own per the instructions on the page. This is less a mod and more a full-on RT remaster for one of PC's finest games, arriving courtesy of Sultim Tsyrendashiev, the maker of path-traced renditions of Serious Sam and Doom, and who's currently working on RT Half-Life.
#Quake ii rtx on a crt at 85hz Pc#
The transformative power of ray tracing has proven itself across many different games but perhaps the most impressive upgrades come from revisiting older, classic PC titles, and a recent mod for the original Quake delivers frankly astonishing results.
