HEY just so you know I highly recommend setting rt_sky to 1 in the console commands to eliminate the overly bright and washed out outdoors areas. For some reason its set to 9 by default. Also, you can enable sun shadows using "rt_sun 1" though I recommend setting volumetrics to simple if you do. "rt_bloom_intensity 0" to disable bloom, or 0.5 to reduce the intensity. Finally, you can enable a flashlight using rt_flashlight if you want. Took me a while to find these, so I thought I'd post them here
The game gives you a lot of options to tweak. You can use rt_water_acidcolor to change the slime back to green. I also set rt_globallightmult to 1 and rt_pfnwlight_add to add your own lights to the map. I edited the light texture definition to add lights to those little white cross lights. Also there is a command to enable two bounces of indirect light. I spent a lot of time but I got it looking as good as I could without knowing how to create these .ktx2 materials.
HOLY SHIT, ray traced quake? Looks like it's time to replay quake, again. Seriously, I love your work. As someone that's been modding games since Wolf3d, this is awesome. I love the modern open source community and being able to compile my own games.
Useful fact: You can load half-life 1 maps into quake by changing the map's version in a hex editor, the textures are gonna look really bad but it kinda works.
Now we just need to AI upsample the old 22khz audio from 90s games so that voices and sounds don't sound like they're coming through an old landline. EDIT: I'm pretty sure Quake actually had 11khz audio. We need to upsample 11khz audio.
Remastered audio from the 2021 Nightdive re-release should work in pretty much all source ports. Remastered models require more work as the source port needs to support md5mesh/md5anim models (same format as id Tech 4). If you don't have the Nightdive re-release, there are some mods that enhance the audio and models but try to stay close to the original at the same time - much like the re-release's assets.
@@Calinou the audio from that port is a mixed bag, not all of it has been upscaled, the expansion audio in particular and the way they upscaled it doesn't sound right to anyone who's heard the original 44khz audio
If only this worked with the new Quake release, as in, for all the episodes! Sadly it only works with the first episode. All i want is the rays, i want the rays of death to shine, i wanna see my reflection in their blood as i walk over their corpses!
I streamed a full 6-hour playthrough of Quake 1 RTX last night,, it was friggin' awesome. Ran really well on a 4080. I targeted 4K 120FPS with ultra performance FSR, so I guess internally that might've been 1080p? Either way, looked great, played well, only used about 165w on my GPU with around 65% utilization. Thanks for the banger mod, king.
Quake, Unreal, half-Life. Can't wait! Unreal the most. Then hl2, chronicles of riddick and plent of other earl 2000s games. But first the 90s is perfect
only need colored rtlight from darkplaces...then its goes nuts ...long road to get this game perfected quake with higher scrolling sky resolution box that similar to quake 64 skies but retouch in hd resolution with quake 64 soundtrack or nin track from main menu option
I doubt valve sent a C&D and more likely gave sulim a gentle hint that they're already working on HL1+2 RTX in partnership with Nvidia per the portal rtx announcement and the timing of this. I just pray they actually follow through with it rather than leaving both off the table. anyway, thanks for your work, I've become a ray-tracing fiend after playing SM64 full rt and spending 200 hours in cyberpunk.
Hi, how to play new campaigns in the rerealase? Dimension of past works, Dimension of the machine doesn't. Also can it work with mods like Arcane Dimensions? Thanks
I'm curious, how does DLSS use in this game not violate Quake's GPL? Because it would be awesome if this could be done more :D Awesome work, can't wait to see more :)
Maybe because it uses his RayTracedGL1 library which isn't part of the code, it doesn't even come with DLSS you have to supply that yourself and use a version of RTGL1 that has DLSS support
@@clipper9580 Looks like it would be fine? Googling "#GPLIncompatibleLibs" and "#FSWithNFLibs" shows the reading about it in the GNU FAQ. Given it's just a person releasing stuff for non-commercial free use... I doubt either id Software/Microsoft or nVidia would really care. But I get why nVidia can't do something like this.
@@Xenthio Can't really agree with that. Without GPL allot of things don't work out in very consumer friendly ways. It has it downside, for sure... but for instance without it this mod couldn't exist at all.
Great job! could you maybe make a version for Severance: Blade of Darkness? I think that game is perfect for raytraced lighting! Along with Arx Fatalis!
@@prltqdf9 WHAT! This whole time I thought they were immune. I think some official documentation misled me (the manual or something says they shrug off explosives).
It's a shame that this does not work on GeForce GTX cards, unlike Quake 2 RTX. All I got was a quick white screen and back to desktop. EDIT: GeForce driver v516.94 installed and I did the manual install (without music) on original release.
Really cool mod but also with this mod there is something that really bothers me (also saw it in the Doom RT) when you fire a gun that does not light up the room this much. Especially the chain/machine/gatling gun type weapons are like turning on a flashlight, thats not what happens in real life... Yes i know its a game, but why add some realistic lighting effects that are so unrealistic? Love the effort and work though!
@@thrustjumper4970 Despite all that, it's out there, accessible to anyone, right now. That's more than you can say about mr sultim's progress. Look I'm not discrediting him in any shape or form, just making ya'll aware that it's out, and accessible.
@@solati78 same here 6800xt, KD-11 another dev who's helped compatibility with saltim's doom mod said they'll take a look when they have time. for now i'm going to try fix it myself as there's no reason it shouldn't run.
@@mewingrat I'm sure that's what it was initially. And hell, may still be. But is it really that much of a stretch to think that "Awaiting further data" may mean "Looking into RTX remix" ? Especially if that tool lives up to the promise of easily updating textures and whatnot as well. May be able to create more of a remaster with not much more effort than what was originally planned
@@stephenpatterson8056 rtx remix only works with dx9 games, hl runs in software, opengl and an old version of d3d only, it would be easier to probably use a new vulkan pipeline than get everything working with this remix thing.
@@Xenthio I was thinking HL Source would be used as the base. But I'm no HL expert so I don't remember what API it ran on. I feel like that was around DX9 timeframe
@@StarsAtNight1 it is actual ray tracing But thats the issue ITS SCREEN SPACE Literally the entire reason for devs to use ray tracing is because its world space
HEY just so you know I highly recommend setting rt_sky to 1 in the console commands to eliminate the overly bright and washed out outdoors areas. For some reason its set to 9 by default. Also, you can enable sun shadows using "rt_sun 1" though I recommend setting volumetrics to simple if you do. "rt_bloom_intensity 0" to disable bloom, or 0.5 to reduce the intensity. Finally, you can enable a flashlight using rt_flashlight if you want. Took me a while to find these, so I thought I'd post them here
The game gives you a lot of options to tweak. You can use rt_water_acidcolor to change the slime back to green. I also set rt_globallightmult to 1 and rt_pfnwlight_add to add your own lights to the map. I edited the light texture definition to add lights to those little white cross lights. Also there is a command to enable two bounces of indirect light. I spent a lot of time but I got it looking as good as I could without knowing how to create these .ktx2 materials.
Eagerly awaiting Half-Life, thanks for the teaser
HOLY SHIT, ray traced quake? Looks like it's time to replay quake, again.
Seriously, I love your work. As someone that's been modding games since Wolf3d, this is awesome. I love the modern open source community and being able to compile my own games.
Just a headsup; ruclips.net/video/gUjXfDZec9w/видео.html
"Sorry, we'd have to delay HF1 Ray Traced mod. To compensate for this delay: were going to release Quake 1 Ray Tracing mod, NOW!"
Useful fact: You can load half-life 1 maps into quake by changing the map's version in a hex editor, the textures are gonna look really bad but it kinda works.
think you can make a zip with the maps? id love to try it
Ooor... you could load em into Portal and play straight away :) ruclips.net/video/XTPK1YP9jAA/видео.html
@@blaperturemesa i will make a zip with the maps, and i will actually do it this time.
@@Celxorth thank you!
why is the link i gave you not here? i cant see that comment.
Oh yes, Quake has finally been reborn.
For the 900th time (And we love it!)
Quake. "A Cosmic Horror."
Looks like RTX Remix stole half your job
Респект таким работягам-трудягам. Мужик, ты гений, здоровья тебе!
Now we just need to AI upsample the old 22khz audio from 90s games so that voices and sounds don't sound like they're coming through an old landline.
EDIT: I'm pretty sure Quake actually had 11khz audio. We need to upsample 11khz audio.
With some luck they might have used stock audio libraries. That's what happened with Doom 1993 as well.
There is already a mod for this
you can change it to 44khz
Remastered audio from the 2021 Nightdive re-release should work in pretty much all source ports. Remastered models require more work as the source port needs to support md5mesh/md5anim models (same format as id Tech 4).
If you don't have the Nightdive re-release, there are some mods that enhance the audio and models but try to stay close to the original at the same time - much like the re-release's assets.
@@Calinou the audio from that port is a mixed bag, not all of it has been upscaled, the expansion audio in particular and the way they upscaled it doesn't sound right to anyone who's heard the original 44khz audio
Unreal or Unreal Tournament! We need this!!!
quake1 looks nice, also waiting for a full trailer of half-life
Aw man i got all excited seeing HLRT
Looks great, take as much time as you need
Just tried it. Thank you, it's awesome!
Wolfenstein (OG) RT
If only this worked with the new Quake release, as in, for all the episodes! Sadly it only works with the first episode. All i want is the rays, i want the rays of death to shine, i wanna see my reflection in their blood as i walk over their corpses!
Is it possible yoy guys can do Unreal 1998 with path tracing?
I streamed a full 6-hour playthrough of Quake 1 RTX last night,, it was friggin' awesome. Ran really well on a 4080. I targeted 4K 120FPS with ultra performance FSR, so I guess internally that might've been 1080p? Either way, looked great, played well, only used about 165w on my GPU with around 65% utilization. Thanks for the banger mod, king.
Thanks for your hard work
Its like waiting for Half-Life 3. It never comes.
"Gordon Freeman in Quake.mp4"
I wonder if this is possible for Unreal Gold
YES PLEASE!
Quake, Unreal, half-Life. Can't wait! Unreal the most.
Then hl2, chronicles of riddick and plent of other earl 2000s games. But first the 90s is perfect
i dont think hell do hl2 rtx
i really wish we could integrate this into the remaster, or use the remastered models with it
What is the new release date of hl1 ray traced?
only need colored rtlight from darkplaces...then its goes nuts ...long road to get this game perfected quake with higher scrolling sky resolution box that similar to quake 64 skies but retouch in hd resolution with quake 64 soundtrack or nin track from main menu option
This must be officially added to Quake
Oh, funny mmd man is here
Didn't expect that
On the half-life RTX, will you be waiting for that new thing Nvidia made for easier RTX implemetation?
I doubt valve sent a C&D and more likely gave sulim a gentle hint that they're already working on HL1+2 RTX in partnership with Nvidia per the portal rtx announcement and the timing of this. I just pray they actually follow through with it rather than leaving both off the table. anyway, thanks for your work, I've become a ray-tracing fiend after playing SM64 full rt and spending 200 hours in cyberpunk.
1) Valve really supports mods.
2) Look up RTX Remix
Take your time no worries
Can yoy play Quake expansion packs with RT?
Is my question too, but nobody answer :(
Только недавно enchanced edition прошел, блин.
Raytraced Return to Castle Wolfenstein possible?
looks fire will be playing
Works on expansions???? pleaseee somebody answer
Yes
yes
What files need to be added for DLSS to work ? In the menu it reports DLSS as "Not available". nvngx_dlss.dll is not enough. Thank you !
Damn, that looks awesome!
I'ce played the xbox one version and I felt amazed hehe. Looking this RT really made me open my eyes
Hi, how to play new campaigns in the rerealase? Dimension of past works, Dimension of the machine doesn't. Also can it work with mods like Arcane Dimensions? Thanks
I'm curious, how does DLSS use in this game not violate Quake's GPL? Because it would be awesome if this could be done more :D
Awesome work, can't wait to see more :)
Maybe because it uses his RayTracedGL1 library which isn't part of the code, it doesn't even come with DLSS you have to supply that yourself and use a version of RTGL1 that has DLSS support
@@clipper9580 Looks like it would be fine? Googling "#GPLIncompatibleLibs" and "#FSWithNFLibs" shows the reading about it in the GNU FAQ. Given it's just a person releasing stuff for non-commercial free use... I doubt either id Software/Microsoft or nVidia would really care. But I get why nVidia can't do something like this.
GPL license sucks for this reason, I don't get why people like it when it's restrictive for dumb purposes.
@@Xenthio Can't really agree with that. Without GPL allot of things don't work out in very consumer friendly ways. It has it downside, for sure... but for instance without it this mod couldn't exist at all.
@@Trunks0 MIT and BSD for life
Unreal tournament next?
I wonder what unreal 99 would look like or even ut2k4
Great job! could you maybe make a version for Severance: Blade of Darkness? I think that game is perfect for raytraced lighting! Along with Arx Fatalis!
Give Us BOTH please if U can . It will bring good memories , times with those gems .
Superb!
0:49 Rockets don't work on those bois.
They do work. Shambler has partial explosion resistance taking only half the damage from grenades and rockets.
@@prltqdf9 WHAT! This whole time I thought they were immune. I think some official documentation misled me (the manual or something says they shrug off explosives).
Mind = BLOWN!!!!111eleven
Should do half life uplink and release as a demo too if possible
F.E.A.R ray traced would look amazing.
i like to watch quake in hl1rt trailer
I was wondering is it possible for you to make F.E.A.R ray traced if it's possible for you it would so awesome.
I LOVE YOU SO MUCH
OH MY GOD
Ok... I'm just gonna wait
No more wait boy: ruclips.net/video/XTPK1YP9jAA/видео.html
@@soetdjuret but is hl source, there is no one for the original?
@@microplastics777 I don't know sir
@@soetdjuret thats half-life source, not goldsource
@@Celxorth So what!
Any chance you could get it possible to run on Linux?
Looks very good.
thi"s deathmatch
I need HL:1 ray tracingin my life
does it work with quake enhanced?
It's a shame that this does not work on GeForce GTX cards, unlike Quake 2 RTX. All I got was a quick white screen and back to desktop.
EDIT: GeForce driver v516.94 installed and I did the manual install (without music) on original release.
It worked on my gtx 1660s
Same thing here
I guess AMD cards are also not supported? Because I also only got a quick white screen with my RX 6800...
@@solati78 amd cards should be supported
Might be a bug
@@kingx1180 many are reporting issues with AMD cards myself included, no boot, it just white screens and crashes. its odd because its using vulkan.
Very interesting.
Everyone's reaction be like 😍🙄☺👍
oh my goodness
Well, looks like this one, will not work with my GTX 1070Ti, like Quake 2 RTX did... 😂😢
Я ждал этого сколько... 2 года? 3? О господи оно есть
it doesn't look that much different, and what's with the half life footage?
Really cool mod but also with this mod there is something that really bothers me (also saw it in the Doom RT) when you fire a gun that does not light up the room this much. Especially the chain/machine/gatling gun type weapons are like turning on a flashlight, thats not what happens in real life... Yes i know its a game, but why add some realistic lighting effects that are so unrealistic?
Love the effort and work though!
Incredible job 🙏 is it REStiR ?
Yes
Holy shit!
When unreal 1 ?
i love you.
is it possible tu use this rt mod with quake no steam version ?
It worked for me with the GOG version (manual installation), however it doesn't have music as it's missing in the folder.
Oh myyyyyy
I need to change my underwear.
Sweet lord of jesus
this works in intel hd graphics ?
if you have an rtx graphics card then it will work
Not trying to sound impatient, but I just want some context as to why Half-Life: RTX was delayed. Guessing mostly bug fixes?
Hi
It's already here boy!!! ruclips.net/video/XTPK1YP9jAA/видео.html
@@soetdjuret Not released, would not be as performant, not made from this creator, and would not look as good yet.
@@thrustjumper4970 Despite all that, it's out there, accessible to anyone, right now. That's more than you can say about mr sultim's progress. Look I'm not discrediting him in any shape or form, just making ya'll aware that it's out, and accessible.
@@thrustjumper4970 hello again
Here's sulims quake mod installed first map playthrough:
ruclips.net/video/NP5WXyB5RD8/видео.html
Anyone try it on 600XT or 6700XT yet?
Neither but I can try it on a 6900XT later for some RDNA2 love/represent...
6800, didn't work for me
@@solati78 same here 6800xt, KD-11 another dev who's helped compatibility with saltim's doom mod said they'll take a look when they have time. for now i'm going to try fix it myself as there's no reason it shouldn't run.
So I guess RTX Remix is being investigated for the HL mod... 🤞🤞🤞
This isnt RTX Remix, this is a ground up remake of the hl rendering engine to allow true rtx
@@mewingrat I'm sure that's what it was initially. And hell, may still be. But is it really that much of a stretch to think that "Awaiting further data" may mean "Looking into RTX remix" ? Especially if that tool lives up to the promise of easily updating textures and whatnot as well. May be able to create more of a remaster with not much more effort than what was originally planned
@@stephenpatterson8056 rtx remix only works with dx9 games, hl runs in software, opengl and an old version of d3d only, it would be easier to probably use a new vulkan pipeline than get everything working with this remix thing.
@@Xenthio I was thinking HL Source would be used as the base. But I'm no HL expert so I don't remember what API it ran on. I feel like that was around DX9 timeframe
I JIZZED
Its quake
We can add raytracing to a lot of games with reshade and the Marty McFly’s plugin.
Reshade sucks
Its literally just Screen space effects
@@kingx1180 I can get pretty nice looking images out of it.
@@StarsAtNight1 doesn't mean its real ray tracing
@@StarsAtNight1 it is actual ray tracing
But thats the issue
ITS SCREEN SPACE
Literally the entire reason for devs to use ray tracing is because its world space
It's not half life
JESUS CHRIST
doesn't look nearly as good as Quake 2 RTX
I dont wanna buy pc,becouse that shit i see 20 years ago
Good lad, good thing my computer broke 😀