Quake 2 Realtime GPU Pathtracing: demo2.dm2

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Hey, great job. Do you plan to add RTX support ?

MetalDestroyer
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That's so beautiful it's unbelievable, but a little too dark in my opinion, and the explosions don't emit light, if they did that would be so awesome.

WindBendsSteel
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Can you rerender the playback in a manner so that no artifacts remain?

Yetipfote
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Thanks for the mod! With your renderer I decided to play quake2 for the first time. Things I noticed:
1. There seems to be a persistent performance hit with dynamic lights: even when a fight or a scripted explosion is over, it remains laggy. Reloading the level restores performance. I played with them switch off most of the time.
2. Indirect lid enemies look much more real and scary. It was worth it to drop down to 640x480 in order to get enough fps with "bounces=1". The card is a GTX 660.
3. It was surprisingly easy to get used to the noise, but it remained hard to make out shapes at a distance. On higher resolutions, this was less of a problem.
4. Sometimes the noise has patterns and is repeating. Would it be performance costly if the period was increased?

Primius
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this is very interesting and simply cool!)i hope that we will see this in games in a few years from now!also this is build on regular path tracing?wouldnt it be faster on bidirectional version and with metropolis light transport?and how difficult it will be to implement?

johnsmith-ckqt
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Not ideal project to doe that on, in terms of visuals. A lot of darkness with a lot of high contrast lights, makes a lot of sharp noise in already hard to see areas.

But awesome anyway!

vladkostin
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Very good path tracer, it runs at almost 50fps on my r9 270x at a resolurion of 720 x 1024 I guess.
It would be very cool if you would add an option to run the path tracer at half the game resolution and with temporal filtered GI.

pac