Nvidia Creates New Studio To Remaster Classic Games With Raytracing

Armenius

Extremely [H]
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Remaster/update the original KOTOR games and I will be all about it! Something tells me it's all going to be twitch shooters and teenagers trash talking eachother though.

I'd love to see some classic drivers get updated too!
Porsche Unleashed! With all the tape riding under forest and buildings it would look pretty amazing, especially at night.
to make older games look good wouldnt that mean reworking most of the graphics assests to make them higher res esp the textures?
They just used an upscaling algorithm in Quake II and I thought it looked pretty good. I think making new high res assets would ruin the aesthetic of older games. They didn't go overboard with the upscaling in Quake II and it worked.
 

cyklondx

Limp Gawd
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Sincerely doubt titles without opensource presence will get anything at all.

I assume most id software titles idtech 5 are a possibility. Mainly because sources were released by John Carmack.
But there is a problem. Most of those games since id tech 2 (quake2 engine) use light in different way - its also a reason why nv didn't rtx quake 3 (even if it should be easier to do so). I do not remember specifics but id tech2 lightning was lot more different and specified as light somewhere in code and then shadowmap/lightmap baked in pre-process. While titles since didn't use that, and didn't have the left overs - making them cleaner - sort off.

I think we can expect nv studio's will rarely actually add RTX to games. Most of the work will be with ai upscaling textures; and if communities created open-source ports (since with quake2 community literally did 99.9% of the work - vulkan port, ray tracing, and rtx implementation lol.)
If I was the director of those studio's i would have team work on half life 2 engine, and id tech3 for research into future projects. With that then I would proceed with working on GoldSrc, and id tech2 games to which sources were released, and community was active (thus gzdoom is likely to be first engine with rtx for old games.)
 
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Bankie

2[H]4U
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My wishlist:

Thief:TDP
Thief:TMA
Jedi Knight 1 & 2
Bioshock
Skyrim


And I'd really like to see how a 2D Metroivania with RT might look. Hollow Knight already looks great but RT might be pretty cool with the dark areas.
 

cyklondx

Limp Gawd
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My wishlist:

Thief:TDP
Thief:TMA
Jedi Knight 1 & 2
Bioshock
Skyrim


And I'd really like to see how a 2D Metroivania with RT might look. Hollow Knight already looks great but RT might be pretty cool with the dark areas.

Skyrim - Nope.

how many times would it be released now with rtx? and people would buy it.
 

GoodBoy

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Man, so many old games...

If they had a positive response to Quake II RTX, why not do more? I think it's a great idea.

Half Life 1 (Source) / Half-Life 2 + the expansions like Blue Shift, the Episode 1,2 stuff.
Aliens vs Predator 2 + expansion(~2001)
No One Lives Forever 1/2
F.E.A.R
Jedi Outcast/Academy + expansions (Mysteries of the Sith)
Star Trek: Elite Force
Soldier of Fortune 2
Prey (2006)
Doom 3
Quake 1/3

Be a good excuse to replay some of them. And several of those I have replayed all the way through, 3 or 4 times since they came out.

Chances are it will be free upgrades/remakes in the way that Quake II was, so if you own the games already, free RTX conversion.
 
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Lakados

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Wonder if it could be made to work with the Aurora, Eclipse, Odyssey, and UE3.... That would basically cover all my favorites.
 

DoubleTap

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The NOLF games should be recreated regardless, but I wonder how that sexy 60s camp would play these days as they're coming up on 20 years old and sensibilities have changed a LOT in the last 5 years.
 

Auer

[H]ard|Gawd
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Wonder if ARPG's Like Diablo and PoE would benefit from some RT lighting?

Those are very atmospheric as is.
 

GoodBoy

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The old 60's bond feel (of the gadgets) of NOLF was the best thing about it. At the time it came out it also had some good looking areas. Loved riding the snowmobile around. Raytraced would make it even better.
 

Jandor

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to make older games look good wouldnt that mean reworking most of the graphics assests to make them higher res esp the textures?
Depends on what you call old.
Frankly older games are mostly good because they have simple graphics, are ultra-optimized and people see them that way. I would rather Nvidia not to touch them and let them the way they are. I would be happy those are all made compatible with today PC and without their old unsupported media protection.
 

GoodBoy

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...Frankly older games are mostly good because they have simple graphics, are ultra-optimized and people see them that way. I would rather Nvidia not to touch them and let them the way they are.

Using raytracing on any old games where nVidia makes a Raytraced version, would of course be optional. Nothing about this prevents you from playing them "as they are/used to be".

I would be happy those are all made compatible with today PC and without their old unsupported media protection.

Gog already does this. Lots of old games that have been patched and upgraded to be compatible to Windows 10, and at the same time having removed all of the old DRM they might have had.
 

cyklondx

Limp Gawd
Joined
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Messages
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Man, so many old games...

If they had a positive response to Quake II RTX, why not do more? I think it's a great idea.

Half Life 1 (Source) / Half-Life 2 + the expansions like Blue Shift, the Episode 1,2 stuff.
Aliens vs Predator 2 + expansion(~2001)
No One Lives Forever 1/2
F.E.A.R
Jedi Outcast/Academy + expansions (Mysteries of the Sith)
Star Trek: Elite Force
Soldier of Fortune 2
Prey (2006)
Doom 3
Quake 1/2/3

Be a good excuse to replay some of them. And several of those I have replayed all the way through, 3 or 4 times since they came out.

Chances are it will be free upgrades/remakes in the way that Quake II was, so if you own the games already, free RTX conversion.

There's big problem with most of those games.
- No open source (except doom3, and quake)
- how lights were generated. Most of those games didn't leave light points that could be used for rtx in games / or we don't know about that (quake2, and games from same engine are supposedly exception.)
- in worst case the studio would have to place light sources in every level by hand.
 

ChosenUno

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  1. HL1
  2. HL2
  3. F.E.A.R
  4. S.T.A.L.K.E.R series
  5. Witcher series
  6. X3 TC or AP
  7. Batman Arkham series
Imagine playing these games with RTX gives me a huge nerd-boner...:confused:
 

sirmonkey1985

[H]ard|DCer of the Month - July 2010
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  1. HL1
  2. HL2
  3. F.E.A.R
  4. S.T.A.L.K.E.R series
  5. Witcher series
  6. X3 TC or AP
  7. Batman Arkham series
Imagine playing these games with RTX gives me a huge nerd-boner...:confused:

fear would definitely be a good one with the ray tracing but i worry that the excessive amount of shiny surfaces you get from ray tracing would ruin the feel of the game.
 

HeadRusch

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Man they are desperate to sell some RTX cards and they know people don't want the Gen1 $1000 hardware just to play effing Q2........if you're buying RTX to play HL2 with RT you're part of the problem. While applaud the whole free is free thing, those gen1 cards are too expensive for the RT power they deliver.
 
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cyklondx

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Man they are desperate to sell some RTX cards and they know people don't want the Gen1 $1000 hardware just to play effing Q2........if you're buying RTX to play HL2 with RT you're part of the problem.
recently we saw hex snipped from 5700 drivers enabling dxr - its just a code base, its not yet enabled.
 

GoodBoy

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Man they are desperate to sell some RTX cards

Or they are trying to support their existing RTX customer base by helping get more games to support Raytracing? Which is also good for future sales. nVidia's involvement helping game dev's get new graphics features implemented in games has helped us all, regardless of the GPU you own.

......if you're buying RTX to play HL2 with RT you're part of the problem...

What? You saying that people buying a new tech to use said new tech is a problem?

You might not be in the right forum.
 

cyklondx

Limp Gawd
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Gimme Freespace with ray tracing.


It would be interesting, but wouldn't well.
Rays would have to be veeeerrrryy long - or even longer, and that would have significant impact. (or it would be completely dark.)

// better get ai upscaled textures
 
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Lifelite

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It would be interesting, but wouldn't well.
Rays would have to be veeeerrrryy long - or even longer, and that would have significant impact. (or it would be completely dark.)

// better get ai upscaled textures
Just want to see the lighting from explosions and lasers off the hull of ships...even though it'd be like watching a flip book
 

Lifelite

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Or they are trying to support their existing RTX customer base by helping get more games to support Raytracing? Which is also good for future sales. nVidia's involvement helping game dev's get new graphics features implemented in games has helped us all, regardless of the GPU you own.



What? You saying that people buying a new tech to use said new tech is a problem?

You might not be in the right forum.
Yeah he might wanna check out (S)oftForum
 

cyklondx

Limp Gawd
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Messages
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Just want to see the lighting from explosions and lasers off the hull of ships...even though it'd be like watching a flip book
you shouldn't need rt to accomplish those. (all you'd need is to apply screen space reflections to your craft.)
 

cyklondx

Limp Gawd
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Messages
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What about ships exploding behind you?
problem can be tackled in couple ways

1) easy classic - could use couple vertex shaders to create reflections, and light scat effects with pixel shader ~ location based on how close the light object is. (all that you would need to set how often to refresh the cube map based on vertex)
2) multiple camera points with screenspace ref.
3) no actual reflections, just light - could use simple T&L, and omni lights.

reflective surface tho seems like cool approach, though would look like sht in most cases.
 

Lifelite

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problem can be tackled in couple ways

1) easy classic - could use couple vertex shaders to create reflections, and light scat effects with pixel shader ~ location based on how close the light object is. (all that you would need to set how often to refresh the cube map based on vertex)
2) multiple camera points with screenspace ref.
3) no actual reflections, just light - could use simple T&L, and omni lights.

reflective surface tho seems like cool approach, though would look like sht in most cases.
Sounds like a bunch of work that I'd rather someone else do
 

HeadRusch

[H]ard|Gawd
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What? You saying that people buying a new tech to use said new tech is a problem?

You might not be in the right forum.
[ S ] ettling. damn strikethrough code...@(#$&(!.....
 
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