As featured in:
Experience realistic reflections, refraction, shadows, and global illumination while you fight your way through the hostile Strogg civilization in the first three levels of the original game. Only then will the fate of humanity be known. Quake II with RTX—It’s On. This demo includes the first three single-player levels of the PC gaming classic. Owners of the original can patch their copy and enjoy the entire game, including multiplayer modes fully path traced.
Quake II RTX with GeForce RTX
Check out Quake II RTX and how it applies an advanced form of ray tracing known as path tracing. Get ready to experience 1997’s Quake II like never before. This is possible thanks to Nvidia's VKRay, an extension that allows developers using the Vulkan API to add ray-traced effects to their games.
Real-Time Ray Tracing
Global lighting effects like realistic reflections, refraction, shadows, and global illumination create a whole new Quake II experience. Quake II RTX includes real-time range time of day lighting, sun light and indirect illumination. Water and glass will refract light, surfaces will deliver more accurate reflections and light sources illuminate surrounding objects. These effects Nvidia says will require the RT cores found on RTX series GPUs, thus the minimum specification for running the game will be a GeForce RTX 2060 GPU.
- Added Photo Mode
- Added free camera controls for Photo Mode when the game is paused. See the Readme for more information.
- Added support for Depth of Field in Photo Mode
- Added support for campaign video cutscenes.
- Added support for selecting which display should be used for the fullscreen mode.
- Added support for loading map-specific files with sky clusters, which should be useful for custom maps.
- Added display of the selected inventory item name in the status bar.
Photo Mode Instructions:
- When a single player game or demo playback is paused with the pause key, the photo mode activates. In this mode, denoisers and some other real-time rendering approximations are disabled, and the image is produced using accumulation rendering instead. This means that the engine renders the same frame hundreds or thousands of times, with different noise patterns, and averages the results. Once the image is stable enough, you can save a screenshot.
- Depth of Field (DoF) - Simulates camera aperture and defocus blur, or bokeh. To control DoF in the game, use the mouse wheel and Shift/Ctrl modifier keys: wheel alone adjusts the focal distance, Shift+Wheel adjusts the aperture size, and Ctrl makes the adjustments finer.
- Free Camera Controls - once the game is paused, you can move the camera and detach it from the character. To move the camera, use the regular W/A/S/D keys, plus Q/E to move up and down. Shift makes movement faster, and Ctrl makes it slower. To change orientation of the camera, move the mouse while holding the left mouse button. To zoom, move the mouse up or down while holding the right mouse button. To adjust camera roll, move the mouse left or right while holding both mouse buttons.
- Settings for all these features can be found in the game menu. To adjust the settings from the console, see the pt_accumulation_rendering, pt_dof, pt_aperture, pt_freecam and some other similar console variables in the Client Manual.
- Fixed a crash that happened at map load time when a custom map has no analytic lights.
- Reduced the noise in the biggun map next to the barred windows.
- Reduced the noise from yellow lamps next to the entrance of the jail4 map at night.
- Improved the menu settings to show units for various sliders, such as degrees or percentage.
- Made the volume controls logarithmic instead of linear.