You can edit just about every aspect of the lighting in this release. You can change the color of the acid water. I made it more green and transparent. You can also had your own light definitions. I changed Rt_globallightmult from 10 to 1 and added my own light definitions for materials that show have been emissive and got my game to look a lot better than the default. You can change the grendades to give off small red light instead of super bright white light.
The more egregious thing about the toxic water is that it doesn't have the same emissive property that the lava and sky does, making it seem like it's stuck on an old non-path trace aware lighting method.
@@ramonandrajo6348 Not really lmao, take Lego Movie for example. The world is built up with simple flat blocks and flat colours with no detail, even more simple and limited than the original quake, but the realistic lighting makes it a visually stunning animated movie. This Quake mod is no different, saying otherwise is a supremely bad take.
@@philmahooters Not really lmao, take Lego Movie for example. The world is built up with simple flat blocks and flat colours with no detail, even more simple and limited than the original quake, but the realistic lighting makes it a visually stunning animated movie. This Quake mod is no different, saying otherwise is a supremely bad take.
My only complaint is the lava texture is not moving in the Ray-Traced version. I assume this subtle thing can be fixed very easily. Huge props to the creators, it looks amazing!
@@giovannifranco6255 Yeah this stuff's pretty cool. It was made by someone that was passionate about it and to share that with the world and have people appreciate it and than Digital Foundry pick up on it has to be quite fulfilling. It's what keeps the modders going, the feedback and creativity. Can't wait for that thing Nvidia showed where they modded Morrowind (forget what it's called) but that was pretty cool.
@@ramonandrajo6348 Explain that "nope". How is it not a good way for devs to experiment with the tech? Or are you just a troll who we shouldn't listen to?
@@TerraWare RTX Remix..? I think its been delayed till early next year though Q1 2023, so the original idea I believe was to have it out with the release of Portal RTX I'm just as excited for that feature in Omniverse as well.
I wasn't really onboard the ray tracing train for older games but this one looks pretty cool. I think another good fit would be Thief: The Dark Project.
It would look good, but it would arguably break the game due to how the light and shadow mechanic works in-engine (unless you went for the halfway house that the classic RT renderer does here which would be really nice). For full on pathtracing of light sources you'd have to completely redesign the levels when it came to light source placement. Deus Ex and System Shock 2 would be ace though!
I've always felt that Q1 would look much cooler / more dramatic with RT than Q2 does. ...Also I had no idea VKQuake existed *at all* so that's pretty rad.
Quake II would look cool if the raytracing was actually done in a way that is authentic to how the original game looks. Q2 RTX was created to show off RTX, not to add raytracing to Quake II.
VKQuake by itself is a superb compact recreation of the Quake engine for modern PCs, very faithful to the original by default but with heaps of additional bells and whistles available if needed. There's a bunch of open source Quake 1 engines available out there, but for my money VKQuake is right now the best one.
Hey thanks for covering this! Try changing these settings in your cfg: rt_sun "2" rt_sky "2" rt_bloom_intensity "0.5" rt_volume_intensity "10" rt_volume_ambient "1.1" rt_bloom_emis_mult "25" rt_water_aciddensity "4" Every simpler modded map and the DLCs also work and theyre incredible with this. I also use an subtle crt reshade filter. its so awesome
@@edmundroth6337 you can only use map packs that didnt alter the games base code, so the simpler ones only sadly so far. But there are really great ones too.
I like most of the mod, with one of the exceptions is that actually I like the original tainted glass aesthetic more 7:14 . Maybe they should rework some light sources/incluide additional light sources to make to color patterns of the glasses more visible.
My favorite visual style for FPSs, low poly characters and textures with good lightning and shadows. It really reminds me of graphical demos from the late 90s and early 00s where you would have a simple geometrical shape with light and color reflecting on them
Seriously; I was about to say that this looks pretty much how I remembered it, if not slightly worse. Mods like this are cool and all, but I'm wondering where all the *modern* ray-traced games are! I purposely waited for the 3rd gen of RTX GPUs before buying one, with the expectation that games would have more ray traced effects than they actually do at the moment. Unfortunately we're still not there yet. Games are still only adding one or two RTed effects at most, usually reflections and/or shadows. Oh well, at least I still have RTX Racer and Portal RTX to look forward to while I wait for game developers to get with the times...
Lol I played the original game in software mode and it looked like Minecraft. The 3dfx glide wrapper for the original voodoo cards made the game faster, but washed out. I remember it playing amazingly well with mouse look and 3dfx enabled, but nowhere near as good looking as this
This is one of the better path/ray traced mods I've seen. What I'd really like to see (and with other mods), is paying close attention to what an original part of the map may have intended with its lighting, and do some customization along with that to recreate it, instead of strictly having the results you'd have with path tracing. If an area was meant to be dark, keep it dark, etc. Although, many areas are much improved, without taking away from the gameplay, even though it can look vastly different.
I do not understand why Nvidia picked Quake 2 to add RTX to. It baffles me why they skipped Quake 1. Quake 1 being a dark gritty game it just makes so much more sense.
Maybe for technical reasons, original Quake only supports GL1 and is a DOS game, while II supports upto 3.2 and is a Windows game, also Quake had a re-release in 2021
@@nightmarezer0507 Carmack has recently explained that a lot of sourceports are inefficient code, which makes sense since they're made by amataeurs. He was discussing that in the context of Dr. Beef's VR ports, but it would definitely apply for Nvidia as well.
@@Wobbothe3rd Well I mean coming from Carmack yeah they prolly are coded like shit. Carmack is a god at coding. That is like saying the chef at your restaurant must be a shitty chef because Gordon Ramsay (who is a master chef) said he was shit. I mean the Quake source code has been out for so long yet no one has made a decent port of it? There has to be at least one port of quake that is half way decently coded. Or at least coded decently enough you can put a ray tracing rendering mode in.
@@nightmarezer0507 DarkPlaces aint it. That's my point, Nvidia couldn't start with flawed code. This Quake 1 port is based off a very minimalist Vulkan port.
That would be so fucking sick. However there are Unreal remakes in general being worked on by the community, so we may get something a bit closer to Unreal with realistic lighting in near future.
It's still difficult for me to comprehend that merely 30 years ago my then lightning-fast 486DX33 took about ten minutes to render a single picture in POVray at 320x200x256 - while now we're living in a world where fully raytraced games are rendered in realtime at 1080p60 and higher. The mind, it just boggles. What a time to be alive!
POVray traces every pixel and does more calculation than modern realtime RT does. Games do a very rough estimate of a small amount of pixels, then use AI to estimate what 95% of the uncalculated rays would be. Hence the flickery mess when you look at the raw data.
FYI: You can get lower input latency and AutoHDR and VRR/GSync working in this version of Quake by setting the Nvidia control panel option 'Vulkan/OpenGL present method' to 'Prefer layered on DXGI Swapchain'. The setting should be right at the bottom of the 3D settings menu if you're on the newest drivers. That feature was added in the 526.47 driver version, iirc.
Thanks for this, it did improve the frame pacing and make it work quite a bit better with VRR. It also started feeling even better by combining this along with preventing the GPU from being fully maxxed out (keeping it a bit under 100% utilization)
Really wish they'd have handled sky textures differently, as they are three part parallaxing textures they should have had the bottom layer be the light source with the additional layers occluding the light. Instead of these static purple god rays we'd get constantly shifting shadows as under storm clouds.
Very cool! Quake is the game that made the biggest impact in my life. It also revolutionized gaming. It’s amazing to see it given new life. In a future update, quad should be given some sort of glow. Servers on the 2021 remaster added it, so the code already exists.
@thatCapN Crunch Because the game objectively looks better with ray tracing and they’re completely dismissing it. Also he’s 100% trolling with that exact same reply on every comment. You fell for it g 💀
@@ramonandrajo6348 you realize normals and materials have to be altered to utilize path tracing right? It might be the same res but normals etc have been altered. Not the same.
@@ramonandrajo6348 , Finaly a sensible comment. Too many shills on youtube. Raytracing is for realisticc lighting effects, for better realism which as you say and I agree is complelely a waste of time for games so old they don't look realistic at all. It's like ray-tracing in a game like Minecraft totally FFS. OTOH for a game like Senua or Metro Exodu it looks quitegood
@@JohnGuyJohn Yup...a VR within a VR within a VR on some inception type sheeit. Nothing new under the sun, it's been happening and will continue to happen for eternity until we wise up to the "game". The optimal resolution and framerate to surpass the uncanny valley is 66k; 666fps in order for all sheeple to believe its real life and continue serving the enemy as slaves on a neverending hamster wheel, chasing imaginary riches, fame, & punani.
I'm convinced that we're going to start seeing 90s style games adopt RT in a big way. The affect it has on this simple geometry is incredibly striking and elevates the presentation dramatically. Imagine something like Square-Enix's 2D-HD titles leveraging ray tracing.
@@Entropic_Alloy Yeah, the power of lighting is no joke. Its very easy to overlook or underestimate until you see someone else test it. Same way the 2D-HD didn't excite some until we really saw what could be done with the approach.
I must be missing something in terms of configuration between our systems, I'm running 4k native and usually get 80+ FPS, it never goes below 70. I have a 3080Ti and Ryzen 7 3700 It's awesome! Thanks for the analysis.
I appreciate the effort but man is it obvious the lighting wasn't originally designed to look like this stylistically. Transforms some dark and foreboding areas into something so bright it's almost pastel.
@@callmejay360 Rtx remix as of right now it's only 30 and 40 series, and it's launching next year If you want specific games to be remastered that way, yoh should invest in a new Gpu and do it by yourself
I love when devs or modders add RT to older games. It gives them an entirely new feel and life. I'd love to see more games get this treatment, looking for to the HL RT mod.
One interesting thing to note is that the original quake had tex lights which where textures that got told to emit light this feature has made it into the gold source and source engine as well.
For any AMD users out there, Quake II RTX on Steam runs well on my hardware and seems to have a very similar feature set to this mod. The only major flaw is no FSR 2.0, but it does have a robust dynamic resolution system which it looks like this mod lacks.
I'm glad that DF finally got around to covering this incredible mod. Didn't notice any issues with whichever DLSS version I was using, but I went ahead and replaced the DLL with the one from 2.2.6.
Yep switched to pc three years ago and my only grip is I waited so long. Mostly playing old games, 5-30 years old and its glorious. Getting dozens of aaa/aa games on crazy sales for like 3-5$ a piece.
The potential for playing older games is often underrated. You always hear about the latest and greatest as far as PC is concerned, but with a mid range you can have a lot of fun playing older games whereas you can use a PS5/XSX for newer games. If I didn't already have the setup that I have now and didn't have the money then that's probably what I would've done. A high refresh monitor with a midrange and a console. It's really nice playing older games locked to 162fps/hz with gsync and it always surprises me just how much fun there is to be had playing completely free mods. Games like Half Life 1/2, Doom, Quake, etc have an insane amount of mods to play that hardly take up any space on your drive. And midrange specs ensure that you can play some newer stuff and most indie games that aren't available on console. Personally I have an RTX 2080ti and an i9 9900k and yet more often than not you'll find me playing older games that it's completely overkill for. At least RTX in these games somewhat vindicates that habit. My Xbox is meant for the few exclusives left and local coop for older games, as well as crossplay with my friend. Closest we can get to emulating splitscreen on most games nowadays. Full RTX still runs pretty bad on games like Quake though. Quake 2 RTX with DLSS at quality and 1440p still runs at 30-40fps on my setup. But full RTX is at the extreme end.
Gamers in past: Finally, with my new graphics card, I can run Quake 1! Gamers two decades later: Finally, with my new graphics card, I can run RT for Quake 1!
It's crazy how much DF/RT-related content I watch, yet I don't even own a device that's capable of raytracing :D Cool tech, can't wait to try it out some day.
@@TimmyTurner421 I cant wait for more people to be able to try it out. A lot of people still think its useless because they cant actually use it, but once you play a game with it on ( depending on the RT implementation ) it can change everything. Its a very exciting time for us gamers
@@lilpain1997 I love eye candy so naturally ray tracing is a pretty cool feature that ads to the immersion for me. I realize it's expensive to performance and also to your wallet so I can understand why many feel its not worth it. What I don't understand is that there's a group of people that are almost religiously against it and will respond with hostility if you happen to disagree with them and to be fair there is such a group on the ray tracing side as well. It's a feature that's grown in popularity tremendously the last couple of years with new games supporting it and it's even being added to older games by devs and modders alike. It's a big focus for consoles and Nvidia, AMD and Intel with their gpu's improving their RT support with each generation of gpu's. It'll only get bigger.
It's ok, once I got an RTX card I used ray tracing for like a few hours and then never bothered with it in modern games. DLSS however, that is sex, can't get enough of it. I was used to having to choose between image quality/resolution and performance, but now I get both.
The first time I encountered a Shambler will forever stick in my mind. I am getting a computer at work that supports ray tracing and think I'll give this a shot.
Thanks for the info about this! Just tried this out on my RTX 3050 8GB. Runs at 60 with no DLSS and 120hz with DLSS Bal. I hope we see more old games with unfiltered textures get RTX. It’s such a unique look!
As with a lot of these things. There's good an bad. I loved the crispness, reflections, and water effects. The sky casting a purple hue, not so much. Seems that most things have menu adjusts, so certainly worth taking a look at.
I feel like there needs to be a greater spectrum of light intensity between different light sources, they seem too similar. Also in general making the light source intensity lower would help make it feel more like the original quake but just look more realistic. I feel like they're trying too hard to make it appear that RTX is enabled, it's too emphasize and it dissuades from the look and feel of the game in my opinion
They've done such a phenomenal job with this. I just wish it was in the released into the main game and to actually make more realistic character models too as an option.
I never get tired of DF videos about Quake. I'm hoping Quake II gets a remaster soon, and I won't lie, it's mainly because I'd love another video on that game.
@@ArchyVai0 Quake 2 RTX sucks. It ruins the artistic direction of the original and it runs like shit. As an RTX tech demo, it's fine, but as a version of Quake II, it's not even worth considering. Plus it's only on PC, so there's literally no reason to play it instead of the original, or a source port. Source ports will _always_ be better than official remasters thanks to corporate bullshit, but at least official remasters give people an official way to play the game on consoles.
I love quake 2 rtx and think it looks far better than original. It also runs amazing on my PC. Oh and I couldn't care less if its on console or not. Usually people who say it sucks either have never played it or got the hardware capable of running it at acceptable quality.
What would be cool is if this port of Quake utilised the enhanced models from the NightDive port of Quake, since I think the better lighting exposes just how low poly those original models were so more polygons might create less of a visual clash.
Amazing work, and very fun to play. Definitely with some minor config tweaks, it could be visually improved even more. Once again, the community outdoing the corpos.
Great video! Thanks for covering this. 👏🏻👏🏻👏🏻 I hope Sultim eventually makes an upscaled/PBR texture pack for this, like they did for Serious Sam. Also, this being vkQuake-based, it's likely to be compatible with NightFright2k19's Authentic Model Replacement, right?
To make it so that a single key/button turns the flashlight on and off, create a text file named autoexec.cfg in your id1 folder and add the following: alias flashlight "flashlight_on" alias flashlight_on "rt_flashlight 10; alias flashlight flashlight_off" alias flashlight_off "rt_flashlight 0; alias flashlight flashlight_on" bind "f" flashlight bind "r" "rt_pfnswitch" The last command changes the renderer switching key to 'R' so that 'F' can be used for the flashlight. If you want to keep 'F' for renderer switching, delete that last command and set a different key/button for the flashlight. FYI, the alias commands will be deleted if put into config.cfg, so autoexec.cfg (or another .cfg file that you manually load) really is needed.
Just the thought of past gaming gems like Quake getting this feature set is staggering! Would love to see Halo Combat Evolved with path raytracing, just wow!
tbh I think that on balance classic mode looks better. The fully path traced mode makes for a really nice tech demo, but it's missing too much of that Quake signature look.
In this video three important things are missing. 1) A check if the player can walk through the entire game. In the past some windows ports had bugs which prevented the player from completing the single player campaign without using cheats. 2) A check how the secrets look like before they are revealed. In the original Quake you don't see a secret before you open it. But in many ports the texture that covers a secret looks different. 3) A check if the nails from the Nailgun shoot from the weapon when the player strafes like in original Quake. Because in many ports the nails shoot from the armpits of the player and this looks wierd.
These are the types of remasters people actually want; the original game with an old school look but realistic lighting and surface material properties.
It's also why people love the hd-2d pixel art being used on new and even old square enix games. We don't want realistic we just want something beautiful. Adding modern beauty to retro beauty leads to something even more special.
I tried it around a month ago, a few days after it was released. It certainly works better than I expected in some aspects (I didn't expect teleporters to show the destination area - although that naturally looks odd when it comes to end-of-level teleporters) but I've noticed that there are some issues when looking at submerged objects from outside of the water or viceversa, such as grenades or rockets not being visible or the Spawn's explosion animation suffering from the same issue.
Let's take a moment and give John Carmack a thumb up since he was the one fighting to release the scource code of these older games. I can not wait for a Path Traced Version of Quake 3 Arena. That said, it's gonna be hard to find ppl to play it with. Maybe Epic should release the Unreal 1 / 2 // Unreal Tournament scource code aswell.
2:41 the flashing light is much more pronounced in your footage, for me there's not much variation in brightness as the light flashes and when the light is off you can still clearly see everything, is there a way to adjust gamma or brightness? I'm not seeing any such options, using steam version of Quake & 3060 Ti with Ray Traced selected under video options.
I love how this game has had a recent resurgence replaying it on my switch was fun and weird I remember when playing this game on a console felt impossible
9:45 aww man you showed the Jesus face! I always liked how it was obscured by darkness, gives it a creepiness to not see the full thing and let your imagine fill in the horrifying gaps.
Classic RT preserves the spooky gothic feel of the game. Path traced version although looks very good, but it has too much light, so it spoils the surprise horror element of the original game as dark areas used to create a sense of apprehension..
I really appreciate the "Classic" version. I don't agree with some of the interpretations of the fully Ray Traced visuals here, and a LOT of them in Doom RT, even though I appreciate them on a technical level and in their own artistic way. The Classic renderer gives us something closer to a "definitive" experience.
@@ramonandrajo6348 It's fine if it does nothing for you, but thousands seem to be enjoying this mod. There're plenty of fun things that don't click with me, but I'd never call them a waste of time, because I'm objective, and realize different people like different things.
I played the hell out of Quake on MS-DOS back then and just played for the first time the N64 port, which is great with the original controller (I've played on the real console). Quake is an adventure, a true adventure. The mazes are sublime. The sounds are unforgettable. Now I want a video card with raytrace, now there's a reason!
Sweet! I was wishing they did this ever since they did Quake 2 RTX, which I thought was the wrong one to do this to. The original Quake was always the one with the vibe.
A few weeks ago there was a thread on the Steam forum with a bunch of console commands to tweak the RT settings but it looks like the author deleted it for some reason.
Interestingly, at about 2:44 -- While the DLSS 2.4.0 shot (in the middle) does indeed have an issue where the shadows don't match, DLSS 2.2.6 (the shot on the right) ALSO has an issue, in that the shadows seem to "lag" a bit. Note that as the lights flicker, the shadow in the hall does come and go, but it does so slowly. It seems to bleed away as though it's slowly growing and receding -- not (near) instantly appearing and disappearing as you'd expect to see if a hard light source were flickering on and off.
Because the denoiser is spatio-temporal, temporal meaning it integrates irradiance across multiple frames, therefore needing a few frames to accumulate samples or react to the change in illumination and drop some of the history. There is no perfect universal heuristic to detect the changes in lighting conditions nor there is a perfect denoiser that can denoise actual 1 sample per pixel image without using information from previous frames.
HUNDREDS OF FPS using AMD FSR High Performance mode on RTX2080TI and the assets don't suffer as much due to how they already looked. Its dope! I'd love to see UNREAL campaign get the RT treatment.
You can edit just about every aspect of the lighting in this release. You can change the color of the acid water. I made it more green and transparent. You can also had your own light definitions. I changed Rt_globallightmult from 10 to 1 and added my own light definitions for materials that show have been emissive and got my game to look a lot better than the default. You can change the grendades to give off small red light instead of super bright white light.
are these changes stored in a config file? Can you share a list of yours?
Very cool, I was thinking the amount of light being cast around made things a little too bright vs. Quake's very dark atmosphere.
The more egregious thing about the toxic water is that it doesn't have the same emissive property that the lava and sky does, making it seem like it's stuck on an old non-path trace aware lighting method.
@@ramonandrajo6348 Not really lmao, take Lego Movie for example. The world is built up with simple flat blocks and flat colours with no detail, even more simple and limited than the original quake, but the realistic lighting makes it a visually stunning animated movie. This Quake mod is no different, saying otherwise is a supremely bad take.
@@philmahooters Not really lmao, take Lego Movie for example. The world is built up with simple flat blocks and flat colours with no detail, even more simple and limited than the original quake, but the realistic lighting makes it a visually stunning animated movie. This Quake mod is no different, saying otherwise is a supremely bad take.
My only complaint is the lava texture is not moving in the Ray-Traced version. I assume this subtle thing can be fixed very easily. Huge props to the creators, it looks amazing!
@@ramonandrajo6348 Or.....its a great way for devs to get their feet wet/get experience/figure out new processes/etc
@@giovannifranco6255 And it looks absolutely phenomenal.
@@giovannifranco6255 Yeah this stuff's pretty cool. It was made by someone that was passionate about it and to share that with the world and have people appreciate it and than Digital Foundry pick up on it has to be quite fulfilling. It's what keeps the modders going, the feedback and creativity. Can't wait for that thing Nvidia showed where they modded Morrowind (forget what it's called) but that was pretty cool.
@@ramonandrajo6348 Explain that "nope". How is it not a good way for devs to experiment with the tech? Or are you just a troll who we shouldn't listen to?
@@TerraWare RTX Remix..? I think its been delayed till early next year though Q1 2023, so the original idea I believe was to have it out with the release of Portal RTX I'm just as excited for that feature in Omniverse as well.
7:08 such a shame they didn't place a light source (like sky) behind the glass, it would have look so neat
They still might, although there hasn't been an update out for this since 1.01 a couple months ago.
@@JFinns if it’s like doom raytraced it probably wont get one, I think the dev likes to move on to new stuff constantly than refine things.
@@mikeg2491 Yea looks that way, think he has been hitting all the open source engines with RT.
This wasn't the best example, there are plenty of in-game examples where they are backlit from a different room etc. It looks amazing :)
*Such
*glass. It (to fix your comma splice run-on)
*neat.
I actually like how most of the materials are still diffuse-only, I think it keeps the style more intact than converting them all to PBR.
*diffuse-only. It (to fix your comma splice run-on)
I wasn't really onboard the ray tracing train for older games but this one looks pretty cool. I think another good fit would be Thief: The Dark Project.
spot on, thief should be the next
Would love to see that for the original Deus Ex, too. I'd love to see both games given this treatment. :)
System Shock 2 would feel so atmospheric with a path tracing mod as well.
@@vincentjohnson7175 Agreed. :)
It would look good, but it would arguably break the game due to how the light and shadow mechanic works in-engine (unless you went for the halfway house that the classic RT renderer does here which would be really nice). For full on pathtracing of light sources you'd have to completely redesign the levels when it came to light source placement. Deus Ex and System Shock 2 would be ace though!
I've always felt that Q1 would look much cooler / more dramatic with RT than Q2 does. ...Also I had no idea VKQuake existed *at all* so that's pretty rad.
Quake II would look cool if the raytracing was actually done in a way that is authentic to how the original game looks. Q2 RTX was created to show off RTX, not to add raytracing to Quake II.
VKQuake is an excellent port. Better than the remaster on Steam due to vsync issues.
VKQuake by itself is a superb compact recreation of the Quake engine for modern PCs, very faithful to the original by default but with heaps of additional bells and whistles available if needed. There's a bunch of open source Quake 1 engines available out there, but for my money VKQuake is right now the best one.
@@ramonandrajo6348 How about you GFY? Stop spamming every thread with your useless speech.
Check Iron Wail too, it's another QuakeSpasm fork, it's focused on performance...
Hey thanks for covering this! Try changing these settings in your cfg:
rt_sun "2"
rt_sky "2"
rt_bloom_intensity "0.5"
rt_volume_intensity "10"
rt_volume_ambient "1.1"
rt_bloom_emis_mult "25"
rt_water_aciddensity "4"
Every simpler modded map and the DLCs also work and theyre incredible with this.
I also use an subtle crt reshade filter. its so awesome
Thank you! The sky lighting looks soooo much better now. I hated how it looked before.
hero
@@edmundroth6337 Its in your games ID1 folder or in the DLC/Mod folder if you use some of them
@@edmundroth6337 you can only use map packs that didnt alter the games base code, so the simpler ones only sadly so far. But there are really great ones too.
Here are some settings to improve your config.cfg file. just replace the whole rt_ section with this. These settings aim to show off raytracing, while keeping the effects more subtle and true to Quake.
//raytracing settings
rt_antifirefly "1"
rt_bloom_emis_mult "10" //edited
rt_bloom_intensity "1" //edited
rt_brush_metal "0.0"
rt_brush_rough "1.0"
rt_classic_render "0"
rt_debugflags "0"
rt_dlight_intensity "3.0"
rt_dlight_radius "0.02"
rt_ef_chraber "0.3"
rt_ef_crt "0"
rt_ef_waves_stren "1"
rt_elight_default "200"
rt_elight_default_mdl "1000"
rt_elight_normaliz "100"
rt_elight_radius "0.01"
rt_elight_threshold "-1"
rt_emis_fullbright_dflt "32"
rt_emis_mapboost "30"
rt_emis_maxscrcolor "32"
rt_enable_pvs "0"
rt_flashlight "0"
rt_globallight_b "163"
rt_globallight_g "214"
rt_globallight_r "255"
rt_globallightmult "10"
rt_hud_minimal "1"
rt_hud_padding "8"
rt_indir2bounces "0"
rt_model_metal "0.0"
rt_model_rough "1.0"
rt_muzzleoffs_x "0"
rt_muzzleoffs_y "-30"
rt_muzzleoffs_z "100"
rt_normalmap_stren "1"
rt_plight_intensity "3.0"
rt_plight_radius "0.02"
rt_poi_ammo "1"
rt_poi_armor "1"
rt_poi_distthresh "2"
rt_poi_distthresh_super "3"
rt_poi_func "1"
rt_poi_health "1"
rt_poi_key "1"
rt_poi_pwrup "1"
rt_poi_trigger "1"
rt_poi_weapon "1"
rt_portal_twirl "1"
rt_reflrefr_depth "2"
rt_refr_glass "1.52"
rt_refr_water "1.33"
rt_renderscale "0"
rt_roughmin "0.02"
rt_sensit_dir "0.4"
rt_sensit_indir "0.06"
rt_sensit_spec "0.03"
rt_shadowrays "2"
rt_sharpen "0"
rt_sky "1" //edited
rt_sky_saturation "0" //edited
rt_sun "1" //edited
rt_sun_pitch "60"
rt_sun_yaw "-40"
rt_upscale_dlss "0"
rt_upscale_fsr2 "0"
rt_viewm_fovscale "1.2"
rt_viewm_wide "1.05"
rt_vintage "0"
rt_volume_ambient "1.1"
rt_volume_far "1000"
rt_volume_lassymetry "0.0"
rt_volume_lintensity "250"
rt_volume_lpitch "70"
rt_volume_lyaw "-40"
rt_volume_scatter "0.07" //edited
rt_volume_type "2"
rt_water_aciddensity "2" //edited
rt_water_normsharp "5"
rt_water_normstren "1"
rt_water_scale "1"
rt_water_speed "0.3"
rt_wlight_intensity "3.0"
rt_wlight_radius "0.01"
You can also add a flashlight feature by pasting this in:
//flashlight on and off
bind f "rt_flashlight 10"
bind g "rt_flashlight 0"
Hope this helps.
raytraced quake looks too bright. will this config fix it?
Please post a video if you use this config.
@@kernelbug2294 fixes the acid brightness and adjusts the lighting and colors to be more true to classic software Quake
@@edmundroth6337 still has raytracing features but some of the effects are tweaked to better represent quake’s aesthetic.
Glad to see this - the bouncing lava lighting is so dramatic it feels like Mario 64.
I like most of the mod, with one of the exceptions is that actually I like the original tainted glass aesthetic more 7:14 . Maybe they should rework some light sources/incluide additional light sources to make to color patterns of the glasses more visible.
My favorite visual style for FPSs, low poly characters and textures with good lightning and shadows. It really reminds me of graphical demos from the late 90s and early 00s where you would have a simple geometrical shape with light and color reflecting on them
I remember first time I tried quake with my first graphics card (Helios3d) with 3dfx, was an epic graphical update :D
Amid Evil has got you there lol.
Looks fantastic, wanted this more than I did Q2. Incredible what has been achieved with the original ~50MB of pak files!
@@ramonandrajo6348 played since before Quakeworld existed and 'pushlatency' was even a thing, but sure, troll away!
This is actually what we all think what Quake looked like while playing in 1996 =D Amazing
very true
yeah when we went from software render to Voodoo graphics :D this was what the change FELT like back then
Seriously; I was about to say that this looks pretty much how I remembered it, if not slightly worse. Mods like this are cool and all, but I'm wondering where all the *modern* ray-traced games are! I purposely waited for the 3rd gen of RTX GPUs before buying one, with the expectation that games would have more ray traced effects than they actually do at the moment. Unfortunately we're still not there yet. Games are still only adding one or two RTed effects at most, usually reflections and/or shadows. Oh well, at least I still have RTX Racer and Portal RTX to look forward to while I wait for game developers to get with the times...
Lol I played the original game in software mode and it looked like Minecraft. The 3dfx glide wrapper for the original voodoo cards made the game faster, but washed out. I remember it playing amazingly well with mouse look and 3dfx enabled, but nowhere near as good looking as this
@@foulplay99 it changed the lighting big time too and the resolution
This is one of the better path/ray traced mods I've seen. What I'd really like to see (and with other mods), is paying close attention to what an original part of the map may have intended with its lighting, and do some customization along with that to recreate it, instead of strictly having the results you'd have with path tracing. If an area was meant to be dark, keep it dark, etc. Although, many areas are much improved, without taking away from the gameplay, even though it can look vastly different.
Totally agree, there's a lot of areas that are too dark or too light and that impacts gameplay greatly.
Ray-tracing with unfiltered low res textures looks so good.
Yes. This style remind me of a dead Microsoft game called "The last night" announced in E3 2017. Check the trailer if you like.
@@kevinleite6309 Damn it's a shame that never went anywhere. Trailer looked incredible.
@@Kleavers :/
@@ramonandrajo6348 cope more AMDelusional 🥱
@@ramonandrajo6348 yes I love when my games look better than they ever would on amd hardware 😍
I do not understand why Nvidia picked Quake 2 to add RTX to. It baffles me why they skipped Quake 1. Quake 1 being a dark gritty game it just makes so much more sense.
Maybe for technical reasons, original Quake only supports GL1 and is a DOS game, while II supports upto 3.2 and is a Windows game, also Quake had a re-release in 2021
@@weirdscix Well there were source ports out they could have used as a base. DarkPlaces comes to mind.
@@nightmarezer0507 Carmack has recently explained that a lot of sourceports are inefficient code, which makes sense since they're made by amataeurs. He was discussing that in the context of Dr. Beef's VR ports, but it would definitely apply for Nvidia as well.
@@Wobbothe3rd Well I mean coming from Carmack yeah they prolly are coded like shit. Carmack is a god at coding. That is like saying the chef at your restaurant must be a shitty chef because Gordon Ramsay (who is a master chef) said he was shit. I mean the Quake source code has been out for so long yet no one has made a decent port of it? There has to be at least one port of quake that is half way decently coded. Or at least coded decently enough you can put a ray tracing rendering mode in.
@@nightmarezer0507 DarkPlaces aint it. That's my point, Nvidia couldn't start with flawed code. This Quake 1 port is based off a very minimalist Vulkan port.
Now this need to be applied to Unreal 1998 too.
Probably can't be done easily. It's not open source like Quake engine (id Tech) is.
That would be so fucking sick. However there are Unreal remakes in general being worked on by the community, so we may get something a bit closer to Unreal with realistic lighting in near future.
Unreal already looks perfect, just use the DX10 renderer, slap on some antialiasing and you're golden.
@@Franku_4 you’re GOLD indeed
@@DaxMarko Unreal Redux is the one to watch for.
It's still difficult for me to comprehend that merely 30 years ago my then lightning-fast 486DX33 took about ten minutes to render a single picture in POVray at 320x200x256 - while now we're living in a world where fully raytraced games are rendered in realtime at 1080p60 and higher.
The mind, it just boggles. What a time to be alive!
It still takes minutes to render a single frame of 100% path traced render with a 4090. We're gonna need a bigger boat.
POVray traces every pixel and does more calculation than modern realtime RT does. Games do a very rough estimate of a small amount of pixels, then use AI to estimate what 95% of the uncalculated rays would be. Hence the flickery mess when you look at the raw data.
FYI: You can get lower input latency and AutoHDR and VRR/GSync working in this version of Quake by setting the Nvidia control panel option 'Vulkan/OpenGL present method' to 'Prefer layered on DXGI Swapchain'. The setting should be right at the bottom of the 3D settings menu if you're on the newest drivers. That feature was added in the 526.47 driver version, iirc.
Thanks for this, it did improve the frame pacing and make it work quite a bit better with VRR. It also started feeling even better by combining this along with preventing the GPU from being fully maxxed out (keeping it a bit under 100% utilization)
Really wish they'd have handled sky textures differently, as they are three part parallaxing textures they should have had the bottom layer be the light source with the additional layers occluding the light. Instead of these static purple god rays we'd get constantly shifting shadows as under storm clouds.
That would be brilliant!
This upgrade makes Quake look like how you remember it looking.
I love the way the fully ray traced version looks
@@ramonandrajo6348 Chill down schizo and stop copy pasting your comment
yeah it really adds to the mood in a lot of areas
@Damsen I thought that way at first too, but the more they showed the more I liked it.
Yea, if they could tone that down a bit (a lot).@damsen978
Very cool! Quake is the game that made the biggest impact in my life. It also revolutionized gaming. It’s amazing to see it given new life. In a future update, quad should be given some sort of glow. Servers on the 2021 remaster added it, so the code already exists.
That Classic RT renderer seems like the sweet spot between authenticity and RT enhancements
@@ramonandrajo6348 - Finally someone with some sense.
@@ramonandrajo6348 🤣🤣🤣
@@mr8I7 ur both AMD bots 😭 no chance either of u are actually real
@thatCapN Crunch Because the game objectively looks better with ray tracing and they’re completely dismissing it. Also he’s 100% trolling with that exact same reply on every comment. You fell for it g 💀
A great reason to come back to these classics. I can't wait for ray-traced Half Life.
@@ramonandrajo6348 they add new textures. Assets updated as well as the engine.
@@ramonandrajo6348 you realize normals and materials have to be altered to utilize path tracing right? It might be the same res but normals etc have been altered. Not the same.
@@ramonandrajo6348 , Finaly a sensible comment. Too many shills on youtube. Raytracing is for realisticc lighting effects, for better realism which as you say and I agree is complelely a waste of time for games so old they don't look realistic at all. It's like ray-tracing in a game like Minecraft totally FFS.
OTOH for a game like Senua or Metro Exodu it looks quitegood
Oh, see, here I was thinking that this looks super cool but after reading your post I now see I was wrong. Thank you for the correction!
@@marvinvargas4988 LMAOOOO
Something tells me that Alex would gladly plug into a 24/7 VR headset and willingly live there if it were fully raytraced at 8K 240fps.
Wouldn't you?
@@trumpflavourednugget9325 i would if it was 16k at 480fps
@UC1dF-ON7WjGxnKidvOPhK3g You know what opinions and assholes have in common?
TFW you finally get your dream headset and realize you had already been living in a fully ray-traced, high-res and high-refresh reality all along
@@JohnGuyJohn Yup...a VR within a VR within a VR on some inception type sheeit. Nothing new under the sun, it's been happening and will continue to happen for eternity until we wise up to the "game". The optimal resolution and framerate to surpass the uncanny valley is 66k; 666fps in order for all sheeple to believe its real life and continue serving the enemy as slaves on a neverending hamster wheel, chasing imaginary riches, fame, & punani.
I'm convinced that we're going to start seeing 90s style games adopt RT in a big way. The affect it has on this simple geometry is incredibly striking and elevates the presentation dramatically.
Imagine something like Square-Enix's 2D-HD titles leveraging ray tracing.
Amid Evil added RT and it looks awesome.
@@Entropic_Alloy Yeah, the power of lighting is no joke. Its very easy to overlook or underestimate until you see someone else test it. Same way the 2D-HD didn't excite some until we really saw what could be done with the approach.
@@ramonandrajo6348 I think it looks fantastic. These games still have audiences so it's not a waste at all.
They already user dynamic shadows and it's pretty cool. I would be interested to see what rt could add!
I must be missing something in terms of configuration between our systems, I'm running 4k native and usually get 80+ FPS, it never goes below 70. I have a 3080Ti and Ryzen 7 3700
It's awesome! Thanks for the analysis.
I appreciate the effort but man is it obvious the lighting wasn't originally designed to look like this stylistically. Transforms some dark and foreboding areas into something so bright it's almost pastel.
Brutal and awesome. Will definitely check this out. Thanks Alex.
@@ramonandrajo6348 I disagree. 💥💥💥
I just want someone to do this to the original 3 Thief games
ohhhhhhhhhh nice idea !!
Buy an Rtx 40 series Gpu and use the new Rtx remix to remaster all the games you want by yourself.
@@gersongaete1574 That isn't out yet though, is it? Also that should work on all RTX cards afaik.
@@callmejay360 Rtx remix as of right now it's only 30 and 40 series, and it's launching next year
If you want specific games to be remastered that way, yoh should invest in a new Gpu and do it by yourself
@@gersongaete1574 source? I cant find any that excludes the 20 series
I love when devs or modders add RT to older games. It gives them an entirely new feel and life. I'd love to see more games get this treatment, looking for to the HL RT mod.
Funnily enough they did sometimes render scenes in very high resolutions including RT for promo screenshots even in the 90s.
@@oskarmariagrande1855 Back then it probably took 3 months to render one frame for the screenshot.
Would love to see blood or shogo with ray tracing
One interesting thing to note is that the original quake had tex lights which where textures that got told to emit light this feature has made it into the gold source and source engine as well.
This is the best rt conversion I have ever seen. even better than official quake 2 rt imo.
doom rt is mindblowing
For any AMD users out there, Quake II RTX on Steam runs well on my hardware and seems to have a very similar feature set to this mod. The only major flaw is no FSR 2.0, but it does have a robust dynamic resolution system which it looks like this mod lacks.
Please put the links to the sources used in the video in the description, thanks!
I'm glad that DF finally got around to covering this incredible mod. Didn't notice any issues with whichever DLSS version I was using, but I went ahead and replaced the DLL with the one from 2.2.6.
Feeling like this is the time to join the PC club. The mods for old games alone make the investment seem worthwhile to me.
Oh absolutely
Especially with RTX remix coming (the dev tools to remaster the lighting effects and more) for so many old games.
Definitely an exciting time. I’m genuinely more interested in these old games that you can add improvements to rather than most new games.
Yep switched to pc three years ago and my only grip is I waited so long. Mostly playing old games, 5-30 years old and its glorious. Getting dozens of aaa/aa games on crazy sales for like 3-5$ a piece.
The potential for playing older games is often underrated. You always hear about the latest and greatest as far as PC is concerned, but with a mid range you can have a lot of fun playing older games whereas you can use a PS5/XSX for newer games. If I didn't already have the setup that I have now and didn't have the money then that's probably what I would've done. A high refresh monitor with a midrange and a console. It's really nice playing older games locked to 162fps/hz with gsync and it always surprises me just how much fun there is to be had playing completely free mods. Games like Half Life 1/2, Doom, Quake, etc have an insane amount of mods to play that hardly take up any space on your drive. And midrange specs ensure that you can play some newer stuff and most indie games that aren't available on console.
Personally I have an RTX 2080ti and an i9 9900k and yet more often than not you'll find me playing older games that it's completely overkill for. At least RTX in these games somewhat vindicates that habit. My Xbox is meant for the few exclusives left and local coop for older games, as well as crossplay with my friend. Closest we can get to emulating splitscreen on most games nowadays.
Full RTX still runs pretty bad on games like Quake though. Quake 2 RTX with DLSS at quality and 1440p still runs at 30-40fps on my setup. But full RTX is at the extreme end.
Gamers in past: Finally, with my new graphics card, I can run Quake 1!
Gamers two decades later: Finally, with my new graphics card, I can run RT for Quake 1!
It's crazy how much DF/RT-related content I watch, yet I don't even own a device that's capable of raytracing :D Cool tech, can't wait to try it out some day.
I'll happily try it out the day it's easily affordable
@@TimmyTurner421 I cant wait for more people to be able to try it out. A lot of people still think its useless because they cant actually use it, but once you play a game with it on ( depending on the RT implementation ) it can change everything. Its a very exciting time for us gamers
@@lilpain1997 I love eye candy so naturally ray tracing is a pretty cool feature that ads to the immersion for me. I realize it's expensive to performance and also to your wallet so I can understand why many feel its not worth it. What I don't understand is that there's a group of people that are almost religiously against it and will respond with hostility if you happen to disagree with them and to be fair there is such a group on the ray tracing side as well. It's a feature that's grown in popularity tremendously the last couple of years with new games supporting it and it's even being added to older games by devs and modders alike. It's a big focus for consoles and Nvidia, AMD and Intel with their gpu's improving their RT support with each generation of gpu's. It'll only get bigger.
It's ok, once I got an RTX card I used ray tracing for like a few hours and then never bothered with it in modern games.
DLSS however, that is sex, can't get enough of it. I was used to having to choose between image quality/resolution and performance, but now I get both.
@@ramonandrajo6348 lmao no its not... its always cool to see what an old game would look like with a modern lighting engine used.
The first time I encountered a Shambler will forever stick in my mind. I am getting a computer at work that supports ray tracing and think I'll give this a shot.
Thanks for the info about this! Just tried this out on my RTX 3050 8GB. Runs at 60 with no DLSS and 120hz with DLSS Bal. I hope we see more old games with unfiltered textures get RTX. It’s such a unique look!
As with a lot of these things. There's good an bad. I loved the crispness, reflections, and water effects. The sky casting a purple hue, not so much. Seems that most things have menu adjusts, so certainly worth taking a look at.
I feel like there needs to be a greater spectrum of light intensity between different light sources, they seem too similar. Also in general making the light source intensity lower would help make it feel more like the original quake but just look more realistic. I feel like they're trying too hard to make it appear that RTX is enabled, it's too emphasize and it dissuades from the look and feel of the game in my opinion
They've done such a phenomenal job with this. I just wish it was in the released into the main game and to actually make more realistic character models too as an option.
I never get tired of DF videos about Quake. I'm hoping Quake II gets a remaster soon, and I won't lie, it's mainly because I'd love another video on that game.
Quake 2 rtx on steam...
@@ArchyVai0 That's a de-master because it looks aweful.
@@ArchyVai0 Quake 2 RTX sucks. It ruins the artistic direction of the original and it runs like shit.
As an RTX tech demo, it's fine, but as a version of Quake II, it's not even worth considering. Plus it's only on PC, so there's literally no reason to play it instead of the original, or a source port.
Source ports will _always_ be better than official remasters thanks to corporate bullshit, but at least official remasters give people an official way to play the game on consoles.
I love quake 2 rtx and think it looks far better than original. It also runs amazing on my PC.
Oh and I couldn't care less if its on console or not. Usually people who say it sucks either have never played it or got the hardware capable of running it at acceptable quality.
@@alfiehicks1 I kinda liked Quake II RTX
What would be cool is if this port of Quake utilised the enhanced models from the NightDive port of Quake, since I think the better lighting exposes just how low poly those original models were so more polygons might create less of a visual clash.
Man, this makes me so hyped for Portal RT.
Amazing work, and very fun to play. Definitely with some minor config tweaks, it could be visually improved even more. Once again, the community outdoing the corpos.
Great video! Thanks for covering this. 👏🏻👏🏻👏🏻
I hope Sultim eventually makes an upscaled/PBR texture pack for this, like they did for Serious Sam.
Also, this being vkQuake-based, it's likely to be compatible with NightFright2k19's Authentic Model Replacement, right?
To make it so that a single key/button turns the flashlight on and off, create a text file named autoexec.cfg in your id1 folder and add the following:
alias flashlight "flashlight_on"
alias flashlight_on "rt_flashlight 10; alias flashlight flashlight_off"
alias flashlight_off "rt_flashlight 0; alias flashlight flashlight_on"
bind "f" flashlight
bind "r" "rt_pfnswitch"
The last command changes the renderer switching key to 'R' so that 'F' can be used for the flashlight. If you want to keep 'F' for renderer switching, delete that last command and set a different key/button for the flashlight.
FYI, the alias commands will be deleted if put into config.cfg, so autoexec.cfg (or another .cfg file that you manually load) really is needed.
Awesome, awesome to the max.
Thanks for testing various DLSS versions, I'll be swapping down to 2.6.6 now.
@@SeaCrestInNOut Yes, meant 2.2.6, thinking one thing and typing another...and now leaving it as is for posterity.
@@envirovore I heard that 2.4.12v2 shows good results too ;-)
Just the thought of past gaming gems like Quake getting this feature set is staggering! Would love to see Halo Combat Evolved with path raytracing, just wow!
Playing it with that fake raytracing in reshade made me want it done properly so badly.
Bonus points for picking MarkieMusic's Quake Champions songs. They are all amazing.
What song did he use in the beginning?
Excellent detailed review, much appreciated.
tbh I think that on balance classic mode looks better.
The fully path traced mode makes for a really nice tech demo, but it's missing too much of that Quake signature look.
Just tweak the config file (make it more dark, less saturated, less fog, green toxic pools and so much more...)
The effects cast by the sky and the fog were simply brilliant!
In this video three important things are missing. 1) A check if the player can walk through the entire game. In the past some windows ports had bugs which prevented the player from completing the single player campaign without using cheats. 2) A check how the secrets look like before they are revealed. In the original Quake you don't see a secret before you open it. But in many ports the texture that covers a secret looks different. 3) A check if the nails from the Nailgun shoot from the weapon when the player strafes like in original Quake. Because in many ports the nails shoot from the armpits of the player and this looks wierd.
It's probably better to compare this water effect to a set of maps that have been re-vis'ed for transparent water which glquake has supported forever.
These are the types of remasters people actually want; the original game with an old school look but realistic lighting and surface material properties.
It's also why people love the hd-2d pixel art being used on new and even old square enix games. We don't want realistic we just want something beautiful. Adding modern beauty to retro beauty leads to something even more special.
I tried it around a month ago, a few days after it was released. It certainly works better than I expected in some aspects (I didn't expect teleporters to show the destination area - although that naturally looks odd when it comes to end-of-level teleporters) but I've noticed that there are some issues when looking at submerged objects from outside of the water or viceversa, such as grenades or rockets not being visible or the Spawn's explosion animation suffering from the same issue.
Let's take a moment and give John Carmack a thumb up since he was the one fighting to release the scource code of these older games.
I can not wait for a Path Traced Version of Quake 3 Arena. That said, it's gonna be hard to find ppl to play it with.
Maybe Epic should release the Unreal 1 / 2 // Unreal Tournament scource code aswell.
They should!
But their "masters" would allow that, I afraid ;-)
Oh freaking finally, i've been waiting so long for something to replace tenebrae quake
I think Quake is the game that will make me buy a RTX GPU... Jesus, this looks sick!!!
That room with the Nailgun in E1M1... the RT is sublime.
The noises alone from quake bring back a million nostalgia feelings. Couldn't care less what it looks like
The sound of the ogre's grenades bouncing around is timeless.
Finally! Been waiting for this ever since Quake 2 RTX.
Teal sludge makes it look like a healing pool.
Mountain Dew pool
That's easily fixable in config files - just google that.
Oh the LAN parties I used to go to with my friends for Quake, Unreal, Diablo 2 LOD oh the best memories
If Hexen gets a similar treatment, I'm gonna lose it.
If you like Hexen then I can recommend the game Cultic
Check out Hexen HD 2020 its similar
Awesome! I found it puzzling that they did quake 2, but not quake.
I would love to see this done in Assault Cube.
2:41 the flashing light is much more pronounced in your footage, for me there's not much variation in brightness as the light flashes and when the light is off you can still clearly see everything, is there a way to adjust gamma or brightness? I'm not seeing any such options, using steam version of Quake & 3060 Ti with Ray Traced selected under video options.
Would be interesting to see if the old ray tracing demos for enemy territory and wolfenstein reaurface
Awesomeness 😁
Why is the GitHub not linked in the description?
I love how this game has had a recent resurgence replaying it on my switch was fun and weird I remember when playing this game on a console felt impossible
Love to see Kingpin: Reloaded when it does release get the RT treatment.😊I loved the original game.
It's on Quake engine? That it's possible!
@@igorthelight Yes it was a Quake 2 engine.
9:45 aww man you showed the Jesus face! I always liked how it was obscured by darkness, gives it a creepiness to not see the full thing and let your imagine fill in the horrifying gaps.
Use 640x480 vintage setting with your screen resolution, for a raytraced 1996 look.
Best to also supersample down to that screen resolution so the RT engine has some info to work with
I agree about the neon teal water, for me that just doesn't look right. Some of the other differences look good, though.
Classic RT preserves the spooky gothic feel of the game. Path traced version although looks very good, but it has too much light, so it spoils the surprise horror element of the original game as dark areas used to create a sense of apprehension..
This is amazing!
I really appreciate the "Classic" version. I don't agree with some of the interpretations of the fully Ray Traced visuals here, and a LOT of them in Doom RT, even though I appreciate them on a technical level and in their own artistic way. The Classic renderer gives us something closer to a "definitive" experience.
In both games - they are configurable using config file ;-)
Quake 2 next please. I have all the quake game's and mod's , in 1997 quake save my life and change my life in positive way . Respect 💯♥️🔥
Thanks for keeping us updated on these raytracing projects! So freakin' cool!
@@ramonandrajo6348 It's fine if it does nothing for you, but thousands seem to be enjoying this mod.
There're plenty of fun things that don't click with me, but I'd never call them a waste of time, because I'm objective, and realize different people like different things.
@@ramonandrajo6348 sorry your gaming on a potato bud. Maybe daddy will get you a real GPU this Christmas!
I played the hell out of Quake on MS-DOS back then and just played for the first time the N64 port, which is great with the original controller (I've played on the real console). Quake is an adventure, a true adventure. The mazes are sublime. The sounds are unforgettable. Now I want a video card with raytrace, now there's a reason!
Sweet! I was wishing they did this ever since they did Quake 2 RTX, which I thought was the wrong one to do this to. The original Quake was always the one with the vibe.
I had to stop everything to watch this. WOW! Quake 1 looks great in Raytracing.
I still don't understand why ID acts like Quake 3 doesn't exist.
Quake Live. And Champions is basically the original vision of Arena.
A few weeks ago there was a thread on the Steam forum with a bunch of console commands to tweak the RT settings but it looks like the author deleted it for some reason.
Bet it was the mods who purged the thread
I would love to see Splinter Cell 1, 2, and Chaos Theory get this treatment.
awesome videos man!
Classic Quake is still amazing and has such iconic visuals but oh my God this update looks amazing!
Awesome, love Quake
I think that with a brightness adjustment it will look great. Currently, it's just too bright and you lose the Quake atmosphere and gloominess.
I would recommend to modify color emission properties - not brightness ;-)
nice choice of song for the intro. A classic game!
Interestingly, at about 2:44 --
While the DLSS 2.4.0 shot (in the middle) does indeed have an issue where the shadows don't match, DLSS 2.2.6 (the shot on the right) ALSO has an issue, in that the shadows seem to "lag" a bit. Note that as the lights flicker, the shadow in the hall does come and go, but it does so slowly. It seems to bleed away as though it's slowly growing and receding -- not (near) instantly appearing and disappearing as you'd expect to see if a hard light source were flickering on and off.
Because the denoiser is spatio-temporal, temporal meaning it integrates irradiance across multiple frames, therefore needing a few frames to accumulate samples or react to the change in illumination and drop some of the history. There is no perfect universal heuristic to detect the changes in lighting conditions nor there is a perfect denoiser that can denoise actual 1 sample per pixel image without using information from previous frames.
Did the patch works with quake expansions?
HUNDREDS OF FPS using AMD FSR High Performance mode on RTX2080TI and the assets don't suffer as much due to how they already looked. Its dope!
I'd love to see UNREAL campaign get the RT treatment.
Quake is Open Source while Unreal is not ;-)