Quake II RTX

Quake II RTX

sounar Feb 22, 2022 @ 10:16pm
doom 3 with ray tracing
please .
< >
Showing 1-13 of 13 comments
KuroTenshi Mar 19, 2022 @ 3:14pm 
I will publish this very soon.

https://imgur.com/a/65sIq64
sounar Mar 19, 2022 @ 3:35pm 
Originally posted by KuroTenshi:
I will publish this very soon.

https://imgur.com/a/65sIq64

oooooooo very nice
Chillin Mar 20, 2022 @ 12:38pm 
reshade
AbeAwesome Mar 20, 2022 @ 2:17pm 
Originally posted by Bing_Chilling:
reshade

aka. Screen Space RT aka. why bother.
sounar Mar 20, 2022 @ 3:42pm 
ya ray tracing would be preferable like quake 2 rtx
FAlty75 Mar 21, 2022 @ 6:17am 
would be cool
KuroTenshi Mar 21, 2022 @ 11:47am 
Originally posted by sounar:
ya ray tracing would be preferable like quake 2 rtx

It's raytracing (RTGI), along other effects.
AbeAwesome Mar 21, 2022 @ 1:24pm 
Originally posted by KuroTenshi:
Originally posted by sounar:
ya ray tracing would be preferable like quake 2 rtx

It's raytracing (RTGI), along other effects.

It's screen space RTGI, ReShade doesn't have access to any other information.
So it has all the faults of screen-space effects, but still costs RT performance.
Cannonaire Mar 21, 2022 @ 1:52pm 
Screen space means you lose almost all the benefits of ray tracing. It really is useless and a waste of time.
☠Big Balls☠ Mar 25, 2022 @ 11:55am 
Pshhhhh I wish it were real Raytracing. Hell I would love The original Doom games with the same RTX stuff going on that quake has.
KuroTenshi Mar 25, 2022 @ 12:59pm 
Originally posted by AbeAwesome:
Originally posted by KuroTenshi:

It's raytracing (RTGI), along other effects.

It's screen space RTGI, ReShade doesn't have access to any other information.
So it has all the faults of screen-space effects, but still costs RT performance.

RTGI is "RayTraced Global Illumination". I don't understand why you say it's just SSR. Yes I am using GGX tracer and I tweaked it to add more reflections.

Here is a comparison with an earlier version of my work. Of course I don't only use RTGI, but it's not just SSR.

https://c10.patreonusercontent.com/4/patreon-media/p/post/63366036/1630863af3794cb89021c14dc99caecc/eyJxIjoxMDAsIndlYnAiOjB9/1.webp?token-time=1649462400&token-hash=IUne4oXuSr04Iez7ZQJy5cw1yLRdH9FlCZPIwSKtJlk%3D
Last edited by KuroTenshi; Mar 25, 2022 @ 1:01pm
AbeAwesome Mar 25, 2022 @ 3:16pm 
Originally posted by KuroTenshi:
RTGI is "RayTraced Global Illumination". I don't understand why you say it's just SSR.

I didn't say that it's SSR. I said that ReShade "RTGI" is done in screen-space.

SSR are Screen-Space Reflections, what you're implementing is Screen-Space RT— this is a hard limit, because ReShade doesn't have access to any information outside of screen-space.

So in-motion, you will have screen space artefacting, like with any screen-space solution (for instance, light sources stop contributing to the illumination as soon as they are out of camera view).
KuroTenshi Mar 25, 2022 @ 3:54pm 
Originally posted by AbeAwesome:
Originally posted by KuroTenshi:
RTGI is "RayTraced Global Illumination". I don't understand why you say it's just SSR.

I didn't say that it's SSR. I said that ReShade "RTGI" is done in screen-space.

SSR are Screen-Space Reflections, what you're implementing is Screen-Space RT— this is a hard limit, because ReShade doesn't have access to any information outside of screen-space.

So in-motion, you will have screen space artefacting, like with any screen-space solution (for instance, light sources stop contributing to the illumination as soon as they are out of camera view).

Yes I agree with you at this point. You can just estimate was could be offscreen
< >
Showing 1-13 of 13 comments
Per page: 1530 50