Quake II RTX

Quake II RTX

Indigo Jinx Sep 22, 2020 @ 11:15pm
Bitcrap...
"No raytracing capable GPU found" error, then the ONLY choice is to shut down... not on a potato either, this is a 2 month old gaming computer, that can run 150 games From Steam, & Origin including games launched within the past year MAXED at 1080p, at over 60FPS... this entire endeavor is a ridiculous joke! :Pooop: *goes back to play Destiny-2 at 5K* :steamsalty: :carson:
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Showing 1-15 of 16 comments
MASTAN Sep 23, 2020 @ 12:16am 
If your videocard doesn't provide raytracing via Vulkan API, this game won't work. Doesn't matter how powerful it is.
Indigo Jinx Sep 23, 2020 @ 2:57am 
:Dragon_Key: Gee thanks Mr. Redundancy, I'm FAR to devoid of intellect to figure THAT out on My own... :sadpanda:
Torx Sep 23, 2020 @ 9:00pm 
Originally posted by ✠IndigoJinx✠:
that can run 150 games From Steam, & Origin including games launched within the past year MAXED at 1080p, at over 60FPS... this entire endeavor is a ridiculous joke!
No, it's called hardware acceleration. That's why you can play games at max on 1080p with over 60FPS in the first place. In other words, unlike on the CPU, graphics don't scale as well on the GPU. Because it needs the specific hardware. And with ray tracing, you actually need more than RT cores. Q2 RTX doesn't support it, but normal new games use the AI cores for DLSS upscaling.
Torx Sep 25, 2020 @ 8:42am 
Originally posted by tℨopc:
Not worth it. He doesn't want Ray Tracing and also doesn't want to run the game without it as well. Its a lose lose situation.
Well, regarding playing Q2 with RT. To whom it's not clear, this Q2RTX isn't a typical HD version, or remake, or remaster. It's really just a tech demo slapped in by Nvidia to demonstrate RT rendering for advertising and teaching reasons. Hence the code being open source for the latter.
Last edited by Torx; Sep 25, 2020 @ 8:43am
MASTAN Sep 25, 2020 @ 9:27am 
Originally posted by Monk:
Hence the code being open source for the latter.
They can't go close source because original Q2 sources are under GPL. They had to release sources regardless if they wanted or not.
Guru Meditation Oct 29, 2020 @ 5:49pm 
tried to run it too!! no ray tracing gpu. F you ngreedia!

signed a 5700xt owner! :steamhappy: :steamhappy:
Torx Oct 30, 2020 @ 1:10am 
Originally posted by Guru Meditation:
tried to run it too!! no ray tracing gpu. F you ngreedia!

signed a 5700xt owner! :steamhappy: :steamhappy:
This is a Nvidia tech demo. It can't demonstrate none existing AMD technology. Stop complaining that AMD sucks. Nvidia doesn't owe AMD anything.
MASTAN Oct 30, 2020 @ 2:07am 
AMD 6xxx cards should be able to run it in the future.

And future Intel Xe HPG cards too - https://www.phoronix.com/scan.php?page=news_item&px=Intel-Vulkan-Ray-Tracing-Xe-HPG
Torx Oct 30, 2020 @ 2:15am 
Originally posted by MASTAN:
AMD 6xxx cards should be able to run it in the future.

And future Intel Xe HPG cards too - https://www.phoronix.com/scan.php?page=news_item&px=Intel-Vulkan-Ray-Tracing-Xe-HPG
Only if they support Nvidia extensions. If I recall Q2RTX uses them. The Vulkan RT extensions are based on those extensions but they are still different. Vulkan RT didn't even exist when Q2RTX was made, if I recall.
WarnerCK Oct 30, 2020 @ 2:33am 
Originally posted by Monk:
Only if they support Nvidia extensions. If I recall Q2RTX uses them. The Vulkan RT extensions are based on those extensions but they are still different. Vulkan RT didn't even exist when Q2RTX was made, if I recall.
The game will switch over to the vendor-neutral extension once it's finalised and can be supported by non-beta drivers. The work in the game has already been done.

It won't help these people whining because their potatoes don't have ray-tracing hardware, of course.
Last edited by WarnerCK; Oct 30, 2020 @ 2:34am
MASTAN Oct 30, 2020 @ 2:37am 
Originally posted by Monk:
Originally posted by MASTAN:
AMD 6xxx cards should be able to run it in the future.

And future Intel Xe HPG cards too - https://www.phoronix.com/scan.php?page=news_item&px=Intel-Vulkan-Ray-Tracing-Xe-HPG
Only if they support Nvidia extensions. If I recall Q2RTX uses them. The Vulkan RT extensions are based on those extensions but they are still different. Vulkan RT didn't even exist when Q2RTX was made, if I recall.
Yes, Q2RTX uses Nvidia's VK_NV_ray_tracing extension for now. Transition to multivendor VK_KHR_ray_tracing is already in the works, and for a long time - https://github.com/NVIDIA/Q2RTX/pull/73

They can't switch to it now because only Nvidia's beta drivers support it.
WarnerCK Oct 30, 2020 @ 2:51am 
Originally posted by MASTAN:
They can't switch to it now because only Nvidia's beta drivers support it.
Not just Nvidia's drivers - it would only be in beta drivers for AMD and Intel, too, until the specification is finalised.

Provisional extensions should not be used in production applications. The functionality defined by such extensions may change in ways that break backwards compatibility between revisions, and before final release of a non-provisional version of that extension.

For the curious, the differences between the vendor-neutral extension and the Nvidia one.[www.khronos.org]


(1) How does this extension differ from VK_NV_ray_tracing?

DISCUSSION:

The following is a summary of the main functional differences between VK_KHR_ray_tracing and VK_NV_ray_tracing:

added support for indirect ray tracing (vkCmdTraceRaysIndirectKHR)

uses SPV_KHR_ray_tracing instead of SPV_NV_ray_tracing

refer to KHR SPIR-V enums instead of NV SPIR-V enums (which are functionally equivalent and aliased to the same values).

added RayGeometryIndexKHR built-in

added acceleration structure serialization / deserialization (VK_COPY_ACCELERATION_STRUCTURE_MODE_SERIALIZE_KHR, VK_COPY_ACCELERATION_STRUCTURE_MODE_DESERIALIZE_KHR, vkCmdCopyAccelerationStructureToMemoryKHR, vkCmdCopyMemoryToAccelerationStructureKHR)

removed vkCompileDeferredNV compilation functionality and replaced with deferred host operations interactions for ray tracing

document inactive primitives and instances

added VkPhysicalDeviceRayTracingFeaturesKHR structure

extended VkPhysicalDeviceRayTracingPropertiesKHR

maxRecursionDepth has a minimum of 1 instead of 31

require shaderGroupHandleSize to be 32 bytes

added indirect and batched acceleration structure builds (vkCmdBuildAccelerationStructureIndirectKHR)

added host acceleration structure commands

reworked geometry structures so they could be better shared between device, host, and indirect builds

added geometryArrayOfPointers and made instances more like triangles and AABBs.

changed SBT parameters to a structure and added size (VkStridedBufferRegionKHR)

explicitly made VkAccelerationStructureKHR use device addresses

added ability to capture and replay shader group handles and acceleration structures

added acceleration structure compatibility check function (vkGetDeviceAccelerationStructureCompatibilityKHR)

add parameter for requesting memory requirements for host and/or device build

added pipeline library support for ray tracing

added watertightness guarantees

added format feature for acceleration structure build vertex formats (VK_FORMAT_FEATURE_ACCELERATION_STRUCTURE_VERTEX_BUFFER_BIT_KHR)

added no-null-shader pipeline flags (VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_*_SHADERS_BIT_KHR)

added memory model interactions with ray tracing and define how subgroups work and can be repacked

added ray query and SPV_KHR_ray_query support
minti Oct 31, 2020 @ 4:37am 
Originally posted by IndigoJinx:
"No raytracing capable GPU found" error, then the ONLY choice is to shut down... not on a potato either, this is a 2 month old gaming computer, that can run 150 games From Steam, & Origin including games launched within the past year MAXED at 1080p, at over 60FPS... this entire endeavor is a ridiculous joke! :Pooop: *goes back to play Destiny-2 at 5K* :steamsalty: :carson:
Upgrade your toaster
-|Nur|- Oct 31, 2020 @ 9:39am 
Originally posted by Guru Meditation:
tried to run it too!! no ray tracing gpu. F you ngreedia!

signed a 5700xt owner! :steamhappy: :steamhappy:

5700XT (which I also have) doesn't have the hardware required to run RTX; this is not the fault of Nvidia or the developer of Quake 2 RTX.
Jim Oct 31, 2020 @ 2:05pm 
Originally posted by IndigoJinx:
:Dragon_Key: Gee thanks Mr. Redundancy, I'm FAR to devoid of intellect to figure THAT out on My own... :sadpanda:
If you know so much why did you buy it? Seems the only things redundant here are your copy of this game and your GPU lol
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Date Posted: Sep 22, 2020 @ 11:15pm
Posts: 16