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.

What's New:

New Features:

  • Added support for ray tracing using the VK_KHR_ray_query extension API. NOTE: This is an optional feature, and the two previously supported methods, VK_NV_ray_tracing and VK_KHR_ray_tracing_pipeline, are still supported.

Fixed issues:

  • Fixed the crash that happened on some systems when the game is minimized
  • Fixed the invalid Vulkan API usage that happened in the bloom pass
  • Fixed the invalid barrier for an inter-queue resource transition
  • Fixed the out-of-bounds addressing of the framebuffer array

Misc Improvements:

  • Reduced the delay after resolution changes by avoiding re-initialization of the RT pipelines.
  • Changed the memory type required for the UBO and transparency upload buffers to (HOST_VISIBLE | HOST_COHERENT).
  • Improved logging around SLI initialization.