Quake II for NVIDIA RTX (Quake 2)
Download so-called the demo at the link belowhttps://www.techpowerup.com/download/quake-ii-for-nvidia-rtx/
Same with the full version when you install you can specify the folder with the original game. Then as I understand you will not get the demo and full version. Yes forgot to write earlier that you can make screenshots by pressing F12 in-game. They will be stored in the folder screenshots folder baseq2. For the Addons folder the save remains the same screenshots, but kept it in a folder with content addon. For example, darksiders II is the xatrix folder.
And here is what I got on the i7-2600 GTX at 1080 on windows 7 x64. A resolution of 1680x1050. Vulkan API
Settings Low global lighting
18-20 frames. Reducing the advanced settings I think you can get more frames while maintaining RTX.
Settings High global illumination
To play of course not possible for 10-12 frames. But the picture is a sight for sore eyes especially considering this is Pascal and RTX in emulation mode on it.
Yes, by the way, in both cases, the map was kneeling loading was 100 percent. What's funny card while consuming only 70 percent of 180 Watts, which was limited. Download of the CPU but it did not exist.
Well what can we say the debut of the technology took place quite successfully. He recalled the debut fiziksa have green. Also the first generation too was on his knees with his inclusion. Then processors have become faster and physics are found and on the CPU. Although the advanced physics, which is a rarity in the game and yet on the GPU. Will be interesting to see your results for this the demo or full version and to listen to the opinion.
Data Addons are on my Quake 2 RTX in file
https://www.playground.ru/files/quake_2/
to this game in this resource. Emphasize I test Addons with a single and history, and not misleading in any game, for example, only skins sounds, models, etc.
https://www.playground.ru/files/quake_2_legend_of_medallions_circle_of_god_v1_0-176465/
https://www.playground.ru/files/quake_2_slight_mechanical_destruction-78662/
https://www.playground.ru/files/quake_2_oblivion-78522/
https://www.playground.ru/files/quake_2_unseen-78520/ from a couple of screenshots
https://www.playground.ru/files/quake_2_tef_double_pack_v_monumental_misery-22290/ - unfortunately this mod is not working fine at the new on the old engine. You need to manually write map prologue.bsp
https://www.playground.ru/files/quake_2_lokis_missions_escape-9271/
https://www.playground.ru/files/quake_2_remake_of_quake_for_quake_ii-8954/
https://www.playground.ru/files/dopolnenie_quake_2_vostok_rising-8683/
https://www.playground.ru/files/quake_2_addon_slaughtership-8347/
Egik81 wrote:
Final Remake of Doom SE - start
Yes by the way on the original engine I have does not start, too, fell out constantly with error.
As it should be, all my designs are originally sharpened under the graphics engine kmquake2, the standard should not allow your quake 2 their shipping. Well, some small maps will load, but no more.
Egik81 wrote:
Just the most distinct difference that converted many textures at high resolution and all. No other major changes on screen I didn't notice. And this is in fact квака2 but with high resolution textures and all.
The screenshots I did using kmquake2, if that. And Yes, textures of high quality. PFF how could I not? 8) For the original textures allow your quake 2 also have great packs with HD versions of the textures, and Doom(2) I originally took out a pack of HD textures for the build engine Doomsday (through it connect all the old games of Doom, Hexen, Wolf3D and Heretic), then altered and new textures added. But something draws them kmquake2, the screenshots are not processed: look again under the spoiler levelshots. Just high fov + bloom enabled, so the in-game map and looks for kmquake2, no photoshop.
I ask why and the meaning in all these super-fancy engines for quake ;] For the good of them if:
1) graphics engines like berserker and kmquake2 is capable of beautiful graphics display;
2) additional add-ons should work, and if the new engine does not support them, they have not to play, but the original campaign was boring a long time ago.
But the second paragraph we partially understand I look.
Egik81 wrote:
For this you need to extract the file default.cfg from the archive pak0.pak add-on and remove the extra that is the video. As I understand the new engine for some reason stumbles upon the video when he shoved it through the boot command level.
By the way, why? Original saver, or rather, an introductory video about Stroggos original campaign rtx does not load or what? This file ntro.cin. Files *.cin is not loading?
How about the files *.roq? Just curious ;] It is also allow your quake 2 video for higher quality (supposedly), kmquake2 supports them. If not anybody have such files (I have them before did not do for their projects), I can give one to check. Not so long ago, he made a few of these movies, here is one, please:
d2_map30.roq (~50mb)
It is necessary to check on a new engine rtx, but if you do not go, then kmquake2. The file should be placed in the video folder (which is created, for example, in the folder baseq2).
PS
If using rtx, you can still load my projects, well -) Another thing, if all the elements are there and are correctly drawn on the cards. The fact that it is both kmquake2 mod to the game that adds a bunch of new things compared to vanilla quake2. Jetpack, goggles-thermal imaging camera, new weapons and monsters, including misc_actor. If all this goes through rtx, it should go through just kmquake2 no rtx, no more questions ) so?...
Egik81 wrote:
for example, only skins sounds, models, etc.
I mean? LOMCOG goes through rtx? This is the last of my projects, I added to the site.
Egik81 wrote:
www.playground.ru/files/quake_2_lokis_missions_e...
www.playground.ru/files/quake_2_remake_of_quake_...
www.playground.ru/files/dopolnenie_quake_2_vosto...
www.playground.ru/files/quake_2_addon_slaughters...
And these work?
A. Soldier of Light wrote:
I ask why and the meaning in all these super-fancy engines for quake ;] For the good of them if:
I don't see the graphics really higher level in kmquake2 just stupidly high resolution textures and playing with filters. Nothing radically new in this engine there is, for example, the lighting was antiquated, and left. So the water could do better, and it is the same as in the original. Plus, almost complete incompatibility with the original engine levels. Therefore, the meaning in these engines I nevizhu.
A. Soldier of Light wrote:
The screenshots I did using kmquake2, if that.
Allow me to doubt that they were not further processed. Because again from some of rozit HDR, and others to them direct, not similar. To put it simply, as some were treated and others aren't. So it's a kind of a striking difference between your so-called skrinshoty.
A. Soldier of Light wrote:
By the way, why?
Copyright, etc. apparently. Although most likely just the engine is radically different in contrast to the fact that you are here already, what review PR ;) Apparently the RTX engine does not support video at all on this version. I did whatever but the command only loads the map files bsp.
A. Soldier of Light wrote:
Another thing, if all the elements are there and are correctly drawn on the cards. The fact that it is both kmquake2 mod to the game that adds a bunch of new things compared to vanilla quake2.
kmquake2 is just a mod that adds nothing new in terms of graphical improvements to be able to say that Yes, this engine is something new. I already told you that you have a more crisp texture is not the merit of the engine. Yes by the way complete with the RTX, too, are high resolution textures in the so-called tga format. Yes I repeat I do screenshots with 1680-1050 and compare them with 2k and especially 4k is not worth it.
But RTX engine is really something new he brings a new level of graphics is primarily a lighting more high-level and changing the display of certain surfaces, in particular the same liquids. And she really looks like liquid, and not the texture
A. Soldier of Light wrote:
LOMCOG goes through rtx?
Yes, there is I ran 5 minutes in it. Though the quality level geometry smacks of amateurism. I for the first quake was done for fun. Plus displaying some strange patterns in terms of lighting.
A. Soldier of Light wrote:
And these work?
I have, Yes.
Egik81 wrote:
you have a more crisp texture is not the merit of the engine.
The original Quake 2 is not capable of displaying HD-textures.
By the way, and then suddenly claim to the textures? For me it is to check and compare the engines must necessarily downloading the HD versions of the textures. What, someone thought otherwise? )
Egik81 wrote:
I don't see the graphics really higher level in kmquake2 just stupidly high resolution textures and playing with filters.
So it is higher graphics ^_^ the Screenshots clearly show, when compared with the original Quake 2.
Egik81 wrote:
Nothing radically new in this engine, no
There are of course. Once seen, you do not know. The graphics settings in kmquake2 much better than the original. For example, the same r_bloom. Plus the possibility of drawing significantly more effects on the screen and on the map, no error overflow, etc.
Next: ability to upload the map music from your music folder, and even in ogg format. Colored text is also attached as the other fonts (can be switched). However, why do I say this, if all the options and so available for inspection anyone? And they say, nothing radical... thank you laugh 8)
RTX introduces its radical innovations, Yes. Grafon will be higher: really thought, I'm here arguing about it? NO, I pointed out other aspects. Please be careful ;]
Egik81 wrote:
Plus, almost complete incompatibility with the original engine levels. Therefore, the meaning in these engines I nevizhu.
Here did not understand, about what speech. All is well loaded via kmquake2.
Egik81 wrote:
Allow me to doubt that they were not further processed. Because again from some of rozit HDR, and others, on them live, not like
Lighting is on the cards + the graphics settings in the game options. Your question does not make sense just because, lol (really, well, Comedy!), what you have to check all this at any time.
Egik81 wrote:
kmquake2 is just a mod that adds nothing new in terms of graphical improvements to be able to say that Yes, this engine is something new.
Lol 8) first, do you have the opportunity to test all cards on the screenshots I posted. Second, the fact that you do, I can not explain. Is it my computer not strong enough for high rtx shipping, but will ship kmquake2 good, so you should be all good with that. Please, run quake using kmquake2, then the map from the add-ons or just a map like q2dm3, play with the settings and prove to yourself how *you* are wrong. Will be surprised with the result) And stop the Reflet here in the style of Petrosian about kmquake2, which has brought nothing new ^_^
PS
Nothing personal, don't even think to complain about me: not my problem that you have not understood graphically fancy kmquake2 engine.
the fog was in the original Quake 2?Was not! But here it is. Download the map cog_swamp01 and see for yourself.
Egik81 wrote:
by the way complete with the RTX, too, are high resolution textures in the so-called tga format
And correctly. You see, there is nothing to cling to the textures, since the HD version of these is also set to RTX(!). What you complain/argue, I don't understand 8)
Egik81 wrote:
Yes I repeat I do screenshots with 1680-1050 and compare them with 2k and especially 4k is not worth it.
Before on the old computer took screenshots just ~1680x1050, now the smaller format. However, it is nothing: the result is almost the same turns. By the way, the kmquake2 engine has support for 2K.
Egik81 wrote:
Yes, there is I ran 5 minutes in it.
The special project ;] the First three episodes have cards for the level, then gradual improvement until the fifth episode, inclusive. The sixth was all new, did last year, and because the quality is very different from the first half of the campaign. The project I started a long time ago, over ten years ago. Abandoned, in 2017, decided to renew, to upgrade, so to speak. And complete, adding new episodes.
for example, from lomcogПрошу, here are the screenshots. From the game. Kmquake2 graphics settings, no photoshop or anything similar to it:
and for comparison regarding svetovit from the fifth episode of the Spirit Medallion, map WITHOUT treatment illumination. The map editor enables the rapid processing of the card just to test it without lighting (or rather, the light is everywhere maximum, absolute). I say this in case you are not aware of:
(the model of the machine curve, but it is a problem of the model itself)
Now the same map, but in finished form, the light is processed and it is *so* she looks in the game in finished form:
( this map cog_spirit06 )
I should add, again, that the examples of the screenshots is my graphics settings in the menus kmquake2. You may be different, but you can easily do, as I have. No picture*oops =]
edited.
Aloska
Aloska wrote:
according to this dinosaur is tired, not sorry of the time?
The question does not make sense )) So don't flood here.
What, you disagree? Can easily justify. And *you* justify your flood is unlikely ;]
A. Soldier of Light
You're on this dinosaur tired, does not feel sorry for his time?
So while it was free time due to the forced rest I climb more focused on this game. When rendering using RTX appeared the ability to customize the lighting environment the virtual environment.
Spoiler
Going into that
Spoiler
you can see many settings. For example, choose a type of heaven, such as Earth, or to establish that the lighting will depend on the current timer you have in your computer. For example, playing after 19-00 out into the open, you'll see the real darkness. I thought it was a glitch when all of a sudden lost light, when I went to the open countryside and while the enemies found me only their glowing eyes visible in the distance. Appeared to banality simply the default lighting in open spaces is tied to your current timer in the computer. These are the buns I discovered until a new version of the engine.
Well, I decided to do a cycle comparison video rendering of the new engine using OpenGL and RTX. Link to first video below and it will be the original quake 2.
Spoiler
PS. Yeah funny way originally wanted to capture video via MSI Afterburner, but for some reason was not written completely RTX version. The lighting seemed off for the most part. Had to find a replacement that could capture Vulkan. And was found the program Bandicam she's the only one that managed fine without distortion to record the RTX version. That said, MSI Afterburner is an amazing writer using Vulkan, but for some reason with the rays I have had problems. Although the same Doom 2016 recorded perfectly without distortion. And about ShadowPlay not write through it, because they do not want to register an account under it, and without this in any way, unfortunately now.
And here is the second video this time with the first official addon - The Reckoning
Spoiler
Egik81
There is no dispute that the new engine is the best available in terms of graphics ;]
We had a dispute about another engine: kmquake2. And seen, you have nothing to say, just ignored everything that I wrote in the previous message. Which is a pity. Or all the same answer? )
A. Soldier of Light wrote:
And seen, you have nothing to say
I already said it all. Why carry on which have become useless conversation on the topic, whose engine is better in the topic dedicated to one of these engines. You said in answer to the person above about the flood. We talk it turned. You praise your engine, I commend your. It makes no sense in this conversation. Sorry I realized this too late. But as they say better late than never. So I quit it.
That's the third video you will see one of the buns, which I mentioned a movie in a row. The video was written late in the evening. And as you can see in the open space darkness though pitch dark. Of course, not yet any explosions or just the same monster does not emit light. Direct everything in life.
Quake 2 RTX with the expansion pack Ground Zero
Well, the final video of the series. At this time, an unofficial addon called Zaero. Immediately struck by the geometry of the levels and the quality of graphics is easier than official add-ons, but the rest of the level.
RTX Quake 2 unofficial expansion pack Zaero
Technology ray tracing from Nvidia turned out well. To be more precise algorithm of calculation acceleration of ray tracing.Even at the start it can try in action the owners of the previous top solutions through emulation. With the growth of the capacity of accelerators ray tracing will become as commonplace as other technology from Nvidia, namely PhysX, which took place the same way. I wanted to finally see a similar algorithm at least in the top decision-sparring partner for the market of GPUs Nvidia, AMD. By the way, I here think to do is blog about this game with analysis in game bias of this version. But I'm not sure yet what it will be. Because you want very high quality to do it. Much better than my previous more blogs about software and games in this resource.
Egik81 wrote:
We talk it turned. You praise your engine, I commend your.
It is not so. I was comparing the engines, so as to me personally it is important that any new engine supported the addenda, to which I pointed out. And if a new engine like RTX supports them, great! What is the problem 8)
PS
In my projects to allow your quake 2 (e.g., Supplement series Legacy of Doom 2) there is a caveat: additional gameplay elements that are connected, so to speak, using the kmquake2 engine (file kmq2gamex86.dll). For example, the function of the movement of objects (func_pushable) for player different new objects like spheres (Sphere Defender, etc.) and artifacts (Dualfire Damage), use a jetpack and new monsters, including a variety of monsters using misc_actor. And new weapons like the Phalanx Cannon, Heat Beam, Disintegrator and so on...
If it all works the same.. as intended, as it should be and is played via kmquake2.. and using RTX, then all super. You have seen the screenshots of their add-ons, OK. But what about the rest? To write in console give all to enable the jetpack and fly – can you? I mean if RTX loads more items from the kmq2gamex86.dll ? This is my question.
A. Soldier of Light
It should not work if it is implemented only for kmquake2. Need to optimize kmquake2 to make it support the new engine. As I understand kmquake2 engine adds to its functions but you need to run him through it kmquake2.exe. A kind of substitution code. Trying to run without it causes bugs or not run at all. Try to run normal quake without running through kmquake2.exe it's like you start simply Supplement. It is strange that you do not understand.
Egik81 wrote:
Need to optimize kmquake2 in order to support the new engine
How about. But on the contrary is impossible? I mean, RTX to load the items from new .dll ?
Egik81 wrote:
Try to run normal quake without running through kmquake2.exe it's like you start simply Supplement.
Not quite the right comparison. Simple Quake loads dopolnitelny file gamex86.dll for example, from mission pack Ground Zero, where the added new guns in the game, and everything is fine. File kmq2gamex86.dll it is, in fact, the same gamex86.dll modified and tweaked for the new engine.
And here I have another question: if RTX can run the addon Ground Zero (the second official mission pack), and in the console write give all, all new buns from GZ will be a player? That is, RTX reading additional gamex86.dll ?
A. Soldier of Light wrote:
Instead of to write read everything is explained in simple language
https://habr.com/ru/post/328128/
In simple terms kmq2gamex86.dll changed so sloppy it even works under quake2.exe. That is why he need a custom kernel and let the base for it was the core of quake 2, and therefore there was a need to kmquake2.exe. That is why I say you need to change the kernel kmquake2.exe from the core to the core of the quake2 quake2 RTX.
As to your question about Ground Zero just answer everything like normal, but with unofficial Addons have problems. Well, the main thing for the official add-ons were such a requirement as a minimum a particular version of the game. In fact, starting quake2.exe with the addon you ran not gamex68.dll from the main folder, but a folder with the addon. If this file is not the basis of the main folder. Never official addony always based on a certain version of the game and take it. I at least think so. And with RTX, the situation is different as if I didn't screw Demanovska delki the game still ran as just and addon. Apparently he is there in some of the archives built-in.))
Egik81 wrote:
In simple terms kmq2gamex86.dll changed so sloppy it even works under quake2.exe
And who in their right mind tries to load kmq2gamex86.dll through the usual quake2.exe? ^_^
In General, it turns out, especially for the new buns kmq2 need to create a modified RTX, so I would read kmq2gamex86.dll.
Egik81 wrote:
In fact, starting quake2.exe with the addon you ran not gamex68.dll from the main folder, but a folder with the addon.
Who are you talking to &), And so clear long ago that the Addons with a brand new private run by Quali DLL with the new DLL.
And for version game Quake 2 will fit the latest (v3.20)... in the sense, that will work for all Addons to the game that do not require a new engine like kmq2.
Cajetsia, clearly about my projects to allow your quake 2: RTX their ship, but all shipping will not be able (because they are loaded from kmq2gamex86). So, no džetpaka, spheres and other innovations, including misc_actor (and without it to pass through will not work also produced the single campaign in any of my addition to the game).
RTX cool, but it would be even cooler ;]
A. Soldier of Light wrote:
In General, it turns out, especially for the new buns kmq2 need to create a modified RTX, so I would read kmq2gamex86.dll.
in General, it turns out new buns kmq2 need to optimize for the RTX features file kmq2gamex86.dll. well, of course the kernel itself kmquake2.exe without which this dll will not be used fully. Simply put, kmq2gamex86.dll. should be based on gamex86-64.dll which is the basis of Quake 2 RTX, and not on the basis gamex86.dll that was the main original quake 2. And so with all addonname which contain izmeneny gamex86.dll. Or dovolstvovatsya what was in the original plus adds gamex86-64.dll for example the same rays. For example changing the lighting settings under the ground under the stroggos or with reference to the system timer, etc.
p.s.
Once again I strongly recommend to read the analysis of quake2 code in the link I gave you. Since everything is clearly described. If in short kmquake2.exe the core connects the library kmq2gamex86.dll which if you simplify is the game engine.Also the kernel mounts the render is the other dll in the directory. In the case of launch quake2.exe the core connects the library gamex86.dll either in database or in directory addon. If you run quake2rtx.exe it is unclear where he connects the library she built in him. Because as I wrote above to delete the library gamex86-64.dll not lead to not running games and Addons. Like kmq2 and original quali 2 deleting their libraries.
Egik81
OK. Well, I don't know the author of kmq2 engine, so he can't say anything 8)
Surely he was aware of the new graphics engines, including RTX.
And so during my long absence there was a new version of 1.3.0 zuake II for NVIDIA RTX
You can download it on the link on the page below
https://www.techpowerup.com/download/quake-ii-for-nvidia-rtx/
There are a lot of changes. Although the most important change for me was in version 1.2.0, namely the ability to dynamically change the resolution depending on the set parameters of frame rate or their range. So for example, you could sacrifice a little quality to get 40-50 frames.
Original resolution 1680x1050 with just 11 frames
50 percent of 1680x1050 37 frames
And purely for the sake of the experiment 37 percent of the original resolution and 60 frames.
You can find the appropriate setting in the next section
Spoiler
If you step by step then Video-resolution scaling options . . .
Options in this section are as follows (second screen above)
dynanic resolution scaling - enable (Yes) or disabling (No) dynamic resolution.
target frames per second - the number of frames that you need to try to achieve.
Minimum scale is the minimum percentage of original resolution for this.
Maximum scale is the maximum percentage of the original resolution for this.
Fixed resolution scale - didn't check like the correct percentage of the original resolution.