Running on a Vulkan renderer, with support for Linux, Quake II RTX is a pure ray-traced game. That means all lighting, reflections, shadows and VFX are ray-traced, with no traditional effects or techniques utilized.
“But what’s new with Quake II RTX compared to Q2VKPT?”, you ask. A lot. We’ve introduced real-time, controllable time of day lighting, with accurate sunlight and indirect illumination; refraction on water and glass; emissive, reflective and transparent surfaces; normal and roughness maps for added surface detail; particle and laser effects for weapons; procedural environment maps featuring mountains, sky and clouds, which are updated when the time of day is changed; a flare gun for illuminating dark corners where enemies lurk; an improved denoiser; SLI support (hands-up if you rolled with Voodoo 2 SLI back in the day); Quake 2 XP high-detail weapons, models and textures; optional NVIDIA Flow fire, smoke and particle effects, and much more!
The Pyro wrote on Mar 19, 2019, 09:53:
Perhaps my memory of Q2 is faulty, but it looks they (accidentally?) removed all of the particle effects. No blaster trail, no shotgun splash on the walls, no blood sprays. Bugged?
MoreLuckThanSkill wrote on Mar 19, 2019, 10:10:The Pyro wrote on Mar 19, 2019, 09:53:
Perhaps my memory of Q2 is faulty, but it looks they (accidentally?) removed all of the particle effects. No blaster trail, no shotgun splash on the walls, no blood sprays. Bugged?
I don't know if 'bugged' is the right term, but yeah they definitely changed how the blaster works, no fiery trail following the shot.
The Pyro wrote on Mar 19, 2019, 09:53:
Perhaps my memory of Q2 is faulty, but it looks they (accidentally?) removed all of the particle effects. No blaster trail, no shotgun splash on the walls, no blood sprays. Bugged?