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Q2VKPT: Fully path traced Quake 2

403 点作者 Impossible超过 6 年前

19 条评论

donatj超过 6 年前
That&#x27;s super interesting, like the detail is low, obviously but the realness of the lighting almost feels better than a lot of triple A games I&#x27;ve played lately in a way that makes <i>this</i> almost feel <i>more</i> real.
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Lerc超过 6 年前
A couple of things that would be interesting to try with this. Artificially increasing the geometry with simple subdivision to give a measure of the impact of geometry on the scene.<p>Do a bloom post-processing filter to give the impression of brighter than maximum. I can see how this might not be considered the point because it&#x27;s not a ray-tracing solution, but it is a simple screen-space operation that&#x27;s independent of the technique used to generate the base image. Including such a filter can add a lot of visual appeal, particularly enhancing the lighting benefits of path tracing.
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floatboth超过 6 年前
Huh, I wonder if applying that denoising filter to the OpenGL compute version <a href="https:&#x2F;&#x2F;raytracey.blogspot.com&#x2F;2016&#x2F;06&#x2F;real-time-path-traced-quake-2.html" rel="nofollow">https:&#x2F;&#x2F;raytracey.blogspot.com&#x2F;2016&#x2F;06&#x2F;real-time-path-traced...</a> is going to be as good
jl6超过 6 年前
A very cool project, kudos to the developers. I don’t want to take anything away from it, but I did stop noticing the graphics pretty quickly and just started watching the gameplay. Maybe it’s the nostalgia of remembering the original overriding the cool-factor of ray tracing.
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viraptor超过 6 年前
That reminds me of the <a href="http:&#x2F;&#x2F;www.q3rt.de&#x2F;" rel="nofollow">http:&#x2F;&#x2F;www.q3rt.de&#x2F;</a> project. I wish someone tried to port that one to rtx.
BadassFractal超过 6 年前
Seeing Q2 bring back all sorts of memories. That was right about the time for me when I started seeing the benefits of dedicated graphics cards, and Q2 felt magical with one.
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xaduha超过 6 年前
I guess if there&#x27;s ever a reason to replay Q2 single-player, that would be it.
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m_mueller超过 6 年前
I&#x27;d love a version of Half-Life (using the original engine) with this, that&#x27;s for sure.
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ris超过 6 年前
It should probably be noted also that this doesn&#x27;t even seem to be using textures updated with normal &amp; specular maps. This is probably why all the surfaces appear a bit plasticky.
ezekg超过 6 年前
Those water reflections were oddly satisfying to see.
yason超过 6 年前
They might have wanted to build the demo on some game that has more realistic geometry and textures to showcase the benefits of raytracing. Quake 2 still looks 90&#x27;s mostly. I can spot the &quot;hard&quot; features in the demo myself to some extent but given well-known shading techniques you could get a close enough similar emulation of the effects that would fool most people.
runeks超过 6 年前
&gt; Fully dynamic global illumination using path tracing, with raytraced shadows, glossy reflections and one bounce of indirect lighting.<p>I wonder how different two, three and four bounces of indirect lighting would make it look.<p>Would be super interesting to see a side-by-side comparison.
marvin超过 6 年前
How hard would it be to implement varying resolution across the monitor with this approach, e.g. to combine with an eye-tracker to ensure that only the parts that the user looks at, are rendered in full resolution?
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pavlov超过 6 年前
It feels like the effect could be improved by disabling most of the texture maps. The low resolution and baked-in lighting distracts from the physically correct surface shading.
jadbox超过 6 年前
To be honest, I&#x27;d really rather see this for Quake 1, which imho had better overall gameplay.
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jesuslop超过 6 年前
woa, the water reflects
lstodd超过 6 年前
Why, oh why not the first Quake?
LoSboccacc超过 6 年前
core i9 x are coming awfully close to larrabee performance as demonstrated in 2008, we should be close to be doing this on the cpu unassisted
cmrdporcupine超过 6 年前
Very strange, I&#x27;m on a JetBlue flight and the website appears to be blacklisted on their in-flight WiFi (&quot;Fly-Fi&quot;)?
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