So true. Was easy to spot one trick ponies that relied on the rail and it's instant hit line of sight nature. Predictable movements. I was also pretty good with the super shotgun. Hide in wait listening for audible queues, then pop out and blast 'em at close range. The was a couple spots in map "The Edge" where I could drop a grenade in a shallow bit of water (now unseen) while being chased. Opponent would step on it - boom. Both of those techniques made some so pissed they'd cry cheat because they were so used to playing against other rail whores - lol - all part of the game.Rockets and grenades! My specialty! Much skill involved and not just a point and shoot.
Yeah. That is some serious delay. Not sure if you're joking here or really believe that is typical.
There's a hack for music. Or you can use the original Quake 2 CD (as the music is off the CD). I tried both, but Quake RTX is still silent.Yeah no music on this version? I've read the GOG version has the original music. Or you can Google for it and download original music - but no way to enable it in to this steam version?
The Steam version of Quake II never had the music. Archive.org has an image of the Quake II CD that should work if you mount it. If you have the original game you can also just stick the CD in your CD drive. Your CD drive needs to be assigned to D: or E: for it to work, if I'm not mistaken.Yeah no music on this version? I've read the GOG version has the original music. Or you can Google for it and download original music - but no way to enable it in to this steam version?
Perhaps why it doesn't work for me? My CD drive is Drive I.The Steam version of Quake II never had the music. Archive.org has an image of the Quake II CD that should work if you mount it. If you have the original game you can also just stick the CD in your CD drive. Your CD drive needs to be assigned to D: or E: for it to work, if I'm not mistaken.
You do realize the tech behind Quake II RTX is not from 1997 right?If realtime Ray Tracing can't run a 1997 game at more than 60FPS in 2019 - why even bother releasing it in it's current capability...seriously. They should have held Ray Tracing release hardware until it could actually be impressive.
And it's not even how it 'looks', it's that it works at all. It's a tech demo for a reason; putting ray tracing effectively into games is going to be a rough, piecemeal process due to the need to support fully rasterized rendering paths simultaneously.It still needs some help obviously but man does it look a LOT better.
Gosh, how can people be so short sighted?If realtime Ray Tracing can't run a 1997 game at more than 60FPS in 2019 - why even bother releasing it in it's current capability...seriously. They should have held Ray Tracing release hardware until it could actually be impressive.
ExactlyWere heading in the right direction. I'm glad they made these available now, it's fun to see it all happen.
Shortsighted?Gosh, how can people be so short sighted?
Who will create content for you if there is no hardware that can run it at all? Quake2RTX with shader-only based ray-tracing doesn't run even remotely close to playable framerates. No developer would bother implementing ray tracing if there was no hardware acceleration and having developers work on this tech is the key of making it come to games. RTX emulation for Pascal/cheap-Turing is for developers mainly but even then it is interresting because there are cards which can run this rendering method fairly well.
Hardware will get better and even now it is pretty awesome achievement for what it is. RT cores take about 15% of core space. Up this to 30% and do some hardware optimizations and you have 60fps on your fairly high resolution monitor.
Do you think it would be okay to take more die space this time around?
They probably could make much better RT hardware but at expense of rasterization or by making even bigger chips driving costs like crazy but that would be pretty stupid move, especially at 12nm. And people would still complain it RTX ON worse than without it and complain even more for die space taken.
If you are comparing this to cars then compare it to hybrid cars with normal combustion engine for long range drive and electric engine for daily commute.Tesla didn’t mass produce and release an electric car with a 10 mile range first and promise the technology will get better, because that would be worthless implementation to anyone.
4K and ultrawides and IPS and GSYNC are all fails as well then because everyone who cares about 1000fps is going to be running on a 1080p, 16:9, 1ms TN, 240hz with adaptive sync off.Shortsighted?
It’s half baked.
Tesla didn’t mass produce and release an electric car with a 10 mile range first and promise the technology will get better, because that would be worthless implementation to anyone.
That would have been shortsighted.
Instead they waited on the first Tesla production release until the technology was capable of expected performance and range.
A 22 year old game at 30FPS is not that point.
I played it a little bit with RTX On at 30FPS and RTX Off at 1000 FPS.
I’ll give you one guess which way I preferred to play Quake 2...
I have a 24 person LAN coming up at my house in two weeks. Let’s expand that question to 24 gamers for LAN play. I’d wager big that all of them would pick the 1000FPS game experience over the way RTX is currently implemented in this 22 year old game.
That is a RTX fail...
I’m not saying the tech doesn’t have future merit.
I’m just saying the current examples of implementation I’ve seen so far are poor.
I don’t buy the whole we had do start somewhere routine either. That’s true of EVERY single product, but the hardware isn’t strong enough to support the tech yet — so they should have held off RTX hardware release until it was. Maybe it’d take another generation of two of internal revision. That would have been fine, we’d be no worse off as consumers - since the current implementation/capability is not game changing in any headline worthy way.
I watched the Nvidia press release for RTX and Turing where it was promoted that RTX was like the second coming...
That’s simply not true...yet.
You confuse hate, with frank, candid honesty.The only thing that is joke here is your hate for RTX and your constant whining about it...even ignoring what developers say about their games...lala-land indeed.
Direct3D 12 DXR API might soon get another feature level (Looking at the Win 10 SDK preview):You confuse hate, with frank, candid honesty.
I don't hate it. But I'm calling out it's dismal implementation and performance in current iteration. If that helps somebody else on the forum make an educated/balanced decision on whether to upgrade from a pascal card or hold off -- then I'm good with that.
It's not 100% going to look like real life lighting. But it's miles better than anything that's come before. If you watched the Digital Foundry video on it, it stated that previously, the Quake modes would add fake lights to give the impression of light bouncing off objects onto other objects. These would have to be hand placed previously.I'm happy if I get 50 - 60 fps on my 40" 4k.
I don't have a 2080 yet, but this quake to RTX demo does sound interesting so I know the graphics are completely dated but do the lighting effects make it seem like a Disney Pixar movie and that regard was true real life lighting type style?
You can play it on Pascal cards, you're just not going to have a great experience. Pascal owners have to turn off global illumination to get decent framerates, while global illumination is one of the most important features to have with ray tracing.I actually just wanted to play a better looking version of quake 2lol, only runs on RTX cards though, meh =(
The dynamic time-of-day option is pretty awesome. I'm glad they included it.I hooked up a 1080P monitor and having a riot. 2070RTX.
When I launched the game it said no RTX card detected and didn't load up.You can play it on Pascal cards, you're just not going to have a great experience. Pascal owners have to turn off global illumination to get decent framerates, while global illumination is one of the most important features to have with ray tracing.
Funny, I've been saying the exact opposite for 20+ years. Quake is exactly the game where you need those frames. I simply do not tolerate playing Quake below 120 fps.I posted my specs in the video itself.
AMD Ryzen Threadripper 2950x
64 GB RAM
Samsung 970 Pro
Intel will obviously run a bit faster on this. And it does use multi-GPU, but that only gives like a 20% performance boost.
Quake though is definitely a game which I feel proves most people are completely off when they talk about frame rate. A consistent 60+ fps feels perfectly smooth, and even 30 doesn't seem that choppy.
Sadly, the game seems to be missing the music.