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Quake 2 RTX Overdrive with DLSS 4 Ray Reconstruction

UnrealRTX

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Quake 2 RTX Overdrive with DLSS 4 Ray Reconstruction

160 просмотров · 4 дня назад
UnrealRTX
78 подписчиков
160 просмотров · 4 дня назад
Quake II RTX Overdrive – Path-Traced Quake II with DLSS 4, Frame Generation & the 2023 Rerelease Campaigns Quake II RTX Overdrive is my fork of NVIDIA's Quake II RTX. It updates the path tracer with modern tech and adds the maps, models and gameplay from the 2023 Quake II remaster, all with real path-traced lighting. https://github.com/mstewart248/Q2RTX-MOD - Release and what have been daily builds with bug fixes and new materials under actions. DLSS, Frame Generation & Latency DLSS Super Resolution with every quality mode up to DLAA, built on the current DLSS SDK DLSS Ray Reconstruction: NVIDIA's AI denoiser replaces the original A-SVGF denoiser. Turning it on saves your TAA and denoiser settings, and turning it off restores them DLSS Frame Generation from 2x to 6x, written directly against NGX with no Streamline dependency NVIDIA Reflex (On / On + Boost) using VK_NV_low_latency2, plus a Reflex-paced fps cap for smoother, lower-latency frame limiting Full-resolution reflection and refraction on glass and water, so there's no checkerboarding under DLSS Lighting & Rendering ReSTIR direct illumination with temporal reuse, pairwise MIS spatial reuse, a boiling filter and an M-clamp, for cleaner lighting from many lights Motion blur modeled on RTX Remix's, using a McGuire reconstruction filter, with an option to keep moving objects sharp and an fps-reference option so the blur looks the same at any frame rate Underwater warp that bends the camera rays themselves instead of resampling the finished image, so it stays sharp through DLSS and never distorts the HUD Animated sky and a moving sun that tracks across the sky in real time, bringing sky color, god rays and the level's lighting with it. Includes a smooth real-time mode, the original throttled mode, and sun paths set per map Parallax occlusion mapping from height maps: bricks stand out from the mortar and grates look recessed. Uses _height.tga sidecars with RTX Remix-compatible displace_in / displace_out values Texture filtering modes, including nearest-neighbor on albedo/emissive only for a crisp pixel look that still shades cleanly Up to ~3 GB less VRAM than stock Quake II RTX, plus fast-trace BLAS/TLAS switches and a resizable primitive buffer Volumetric Fog A completely new volumetric fog system. Fog is a real scattering medium, lit by the sun and by every light in the map, and it casts proper shadows A froxel grid with temporal history, so the fog stays stable instead of noisy ReSTIR light sampling for the fog, real extinction, and correct occlusion, so light doesn't leak through walls Uses each rerelease map's own authored fog settings, so every level keeps the atmosphere its designers intended Gore & Physical Blood A new physical blood system: every droplet is simulated with gravity and drag, and collides with the world Blood splats where it lands, runs down walls, flows downhill across floors and pools into puddles Droplets are path traced like everything else, with varied light and dark tones, roughness and wet specular highlights Splatter and pooling sound effects Optional forced blood colors (red, green, blue, yellow and more) Ludicrous gibs mode (off by default): far more gib chunks and much heavier blood Quality and distance controls so you can match it to your GPU