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Quake ii rtx youtube
Quake ii rtx youtube







quake ii rtx youtube

Switch time of day in different locations("/" key) and you'll see. İlk olarak MASTAN tarafından gönderildi:In fact, Q2RTX uses Global Illumination like no other game. If you think you can do better than current state of Q2RTX, then please do. There are better faster algorithms for that like stencil shadows used in Doom 3. Hard shadows, I doubt it will make things easier for raytracing at all, just due to the nature of ray tracing. The wording is important, shaders may not be involved at all, just cast less amount of rays in certain areas. Variable shaders? I think you've meant Variable Rate Shading.

quake ii rtx youtube

Set pt_indirect_polygon_lights to 0, then switch GI between high and medium(pt_num_bounce_rays 2 and 1) and see the difference - with GI high you'll get residual light from bright surfaces around, otherwise it'll be pitch black. On the first map get into silencer secret, there's no light that shines there directly. In fact, Q2RTX uses Global Illumination like no other game. Ray Tracing Gems 1 is quite basic if you ask me. Personally I can't wait for the Ray Tracing Gems 2 book that will come out at the GTC 2021 event next year. Not using any of those methods is a HUGE loss in FPS. An optional hard shadow option could press some more frames out for those who need it. Variable shaders should have the least FPS gain, but I'm only guessing. GI is expensive, doing it via texture space rendering should do a lot, too. No optional hard shadows.ĭLSS alone could almost double the FPS. No DLSS, no variable shaders (to my knowledge), no texture space GI.

quake ii rtx youtube

İlk olarak Monk tarafından gönderildi:This ain't an actual product, but just a tech demo to get a point across.









Quake ii rtx youtube