icecoldduke Posted September 27, 2020 (edited) Hey, Quake RTX Alpha 4.0 4.0 Fixed a bug with reflections Added vertex normal based lighting. Changed attenuation to match qlight. 3.7 Fixed vertical line issue. Release(Alpha 4.0): https://github.com/jmarshall23/QuakeRTX/releases/tag/Alpha4 Github: https://github.com/jmarshall23/Hexen2/tree/HexenRTX Edited October 7, 2020 by icecoldduke 8 Share this post Link to post
icecoldduke Posted September 30, 2020 I got raytraced soft shadows to work. 0 Share this post Link to post
icecoldduke Posted September 30, 2020 Some people have been asking about performance. On my 3080 FE, the raytracing takes 6.2 ms and the compute shader that does the blur takes 0.4ms. 0 Share this post Link to post
icecoldduke Posted September 30, 2020 I got real time ray traced reflections working. 1 Share this post Link to post
icecoldduke Posted October 2, 2020 (edited) Here's Quake 1, I moved over the raytracing code I wrote in Hexen 2 to Quake 1. Edited October 2, 2020 by icecoldduke 2 Share this post Link to post
icecoldduke Posted October 2, 2020 I have updated the OP post, I released a one level raytracing demo for those that want to try it out! 0 Share this post Link to post
Lippeth Posted October 2, 2020 I can't seem to get the Quake map to fully load. I added my pak0 and pak1 in the id1 folder and ran the bat file, I get a white screen like it's about to load, then it closes. I'm using an RTX 2080 Super and I'm running DirectX 12, though it's likely that I'm doing something wrong. The video looks great though, I've never seen metal so reflective! 0 Share this post Link to post
icecoldduke Posted October 2, 2020 2 minutes ago, Lippeth said: I can't seem to get the Quake map to fully load. I added my pak0 and pak1 in the id1 folder and ran the bat file, I get a white screen like it's about to load, then it closes. I'm using an RTX 2080 Super and I'm running DirectX 12, though it's likely that I'm doing something wrong. The video looks great though, I've never seen metal so reflective! I updated the binaries re-download the build it should work now :), remember to run run.bat. 0 Share this post Link to post
Lippeth Posted October 3, 2020 It works, thank you! That sky is unintentionally amazing by the way, I wonder if it could be replicated to use for something that could benefit from it. 2 Share this post Link to post
icecoldduke Posted October 3, 2020 (edited) 1 hour ago, Lippeth said: It works, thank you! That sky is unintentionally amazing by the way, I wonder if it could be replicated to use for something that could benefit from it. Yeah the sky does look pretty cool(even though that's completely unintentional). Thank you for your support :). Just curious what did you think about the rest of the build? Edited October 3, 2020 by icecoldduke 0 Share this post Link to post
Lippeth Posted October 3, 2020 Overall I like where it's headed! I will say that seeing that type of rusty metal being so reflective doesn't exactly look appropriate, but it looks cool! I can see the application on surfaces like water and computer screens. The technical aspect of all this is way beyond my grasp, but it's absolutely impressive! What's funny is that the UI isn't exactly broken, it just doesn't display. I was able to exit by pressing esc, the up arrow (to cycle to the bottom) and enter. So I guess it works, but I did have to import my own config in order to control anything comfortably, and the weapons got extremely wonky with my settings but functioned well enough. There is a big overlay of two intersecting black lines for the whole thing on my end, though it's too small to see in the gif. Awesome, job! I'm excited to see how all this develops! And I'm enamored with that static sky for whatever reason, there's got to be a good use for that look in something. 0 Share this post Link to post
icecoldduke Posted October 3, 2020 I do have the reflection turned up for testing, the next build will have mostly fixed UI, sorry that it didn't make it into this build, it will be in the next build. 1 Share this post Link to post
Lippeth Posted October 3, 2020 I'll do my best to give proper feedback and I'll try to check out every build. I don't imagine RTX cards are that common on a retro gaming forum, and I want any excuse to justify having bought one, and while Quake 2 RTX is great, I like playing Quake 1 and Hexen 2 more. Keep in mind that I'm not a confident tester, have only entry level knowledge of programming, and know even less how raytracing works...but I have a card that supports it and enjoy the games, so hopefully I'm not completely useless for feedback. I also plan to do more research so I can better understand and appreciate what exactly goes into it and what to pay attention to. 0 Share this post Link to post
icecoldduke Posted October 3, 2020 I added new build, all the levels work and most of the UI works. 0 Share this post Link to post
icecoldduke Posted October 4, 2020 Inverted UV issue fixed in Alpha 2.1, just go to the Alpha 2 link and download latest. https://github.com/jmarshall23/QuakeRTX/releases/tag/Alpha0.02 0 Share this post Link to post
david_a Posted October 4, 2020 So this is still using the precomputed lightmaps? I understand why Quake 2 RTX ditched it in favor of environmental lighting, but it always looks really bad to me in videos since the maps were obviously never designed for that. However, we actually have the source code of the Quake 1 maps thanks to Romero! I am very curious if the light placements from those could be used to end up with a fully dynamic version of the original lighting. 0 Share this post Link to post
icecoldduke Posted October 4, 2020 (edited) 22 minutes ago, david_a said: So this is still using the precomputed lightmaps? I understand why Quake 2 RTX ditched it in favor of environmental lighting, but it always looks really bad to me in videos since the maps were obviously never designed for that. However, we actually have the source code of the Quake 1 maps thanks to Romero! I am very curious if the light placements from those could be used to end up with a fully dynamic version of the original lighting. This is not using the precompiled light maps :) The lighting you see in the videos is all realtime raytracing. Again, all lighting in these videos is real time. 0 Share this post Link to post
icecoldduke Posted October 4, 2020 (edited) *removed video*. Edited October 4, 2020 by icecoldduke 0 Share this post Link to post
icecoldduke Posted October 4, 2020 I got the performance increased in the build by quite a bit, the 3080 and 2060 now run at 70fps! 0 Share this post Link to post
icecoldduke Posted October 6, 2020 Got the framerate on the 3080 and 2080 to be a(mostly) constant 100+ fps, the 2060 hovers between 80-100. 0 Share this post Link to post
icecoldduke Posted October 7, 2020 If anyone is looking for a more modern codebase, I got my DirectX Raytracing code ported to Quake 3 Arena. 1 Share this post Link to post
icecoldduke Posted October 7, 2020 Quake 1 DirectX Raytracing Alpha 4 release: 4.0 Fixed a bug with reflections Added vertex normal based lighting. Changed attenuation to match qlight. 3.7 Fixed vertical line issue. 0 Share this post Link to post
icecoldduke Posted October 8, 2020 5.0 Fixed a D3D12 device lost crash. Added rtlights Added color light support. Refreg entities(static objects) now show up(torches, flames, etc). Added raytrace shadow opt out flag for models. Fixed a bug were UI characters wouldn't render(signed char was being used). Fixed multiplayer UI being in the wrong spot. 1 Share this post Link to post
icecoldduke Posted October 9, 2020 (edited) Some people have been asking about the Hexen 2 DirectX Raytracing bits, were this project started, I just moved over all of the Quake 1 DirectX Raytracing Alpha 5 progress back over to the Hexen 2 RTX branch. To get the best visual gains were going to need someone to go in and create rtlights for all the maps. This is just using the stock light placements. 0 Share this post Link to post
icecoldduke Posted October 11, 2020 I modified the reflections to use GGX(PBR), and recorded a 5k playthrough (5120x1440). 0 Share this post Link to post