I had an absolute blast going through
Quake 2 RTX, and it was really interesting to see the path-traced light physics and play around with them. It was also interesting just to see how different the game looks from the original version. It was a nice change of pace. An interesting and fascinating technology demonstration and programming exercise. I also went through
Portal RTX (which was real rough for me, I had to use DLSS Performance mode on a 1440p monitor just to get a playable framerate!), and that was actually less impressive to me. I was very "meh" on it.
I've been planning on doing yet another playthrough of HL2 for some time now. I've been through various versions of the game, with the last run being done with
HL2: Update. When I found out last year that there was gonna be a
HL2 RTX, I decided to wait for that. So yeah when this drops, I will definitely be going through it. It will be interesting to see the change in atmosphere and ambience for the environments. This is what has been the most interesting thing so far about the
Doom 2 path-tracing mod.
Portal RTX looks super nice as well.
I wasn't as impressed with that one.
Let's not forget about Quake II RTX. I was actually playing it a little bit about two weeks ago.
This was my very first experience with path-tracing, all thanks to you hooking me up with that RTX 3090! Still really appreciate it man!
Yeah I went all the way through
Quake 2 with the RTX version, and then not long after that, Nightdive dropped the
Quake 2 remaster. I wasn't in the mood to mess around with
Quake 2 again any dang time soon. So who the f*ck knows when I'll get around to messing with it.
Why would you bother putting ray tracing on 20-30 year old games?
As a programming experiment and technology demonstration. The simple geometry of
Quake 2 (by today's standards) allowed it to become the first game rendered entirely via path-tracing, with an acceptable, playable framerate. It helped carve the way for both Vulkan ray-tracing and DXR, and helped nVidia develop their ray-tracing libraries. It was good programming practice for those involved to get their feet with with ray-tracing/path-tracing and the relevant APIs.
Again, its like putting brand new fake tits on a 90 year old woman. New tits might look ok and all but she's still wearing depends and putting her teeth in a jar every night.
As horrible as the mental image is, your analogy still cracks me up!
You can't fix 20-30 year old textures and primitive low poly models with ray tracing.
Nope, nor is that the point. The light physics are the focus. And you'd be surprised by how much of a difference a change in lighting and light behavior can make in a game.
I'm guessing that their age is what makes it an option to do so, the games run on a potato so you have all the extra power for the RT stuff.
Exactly.