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NVIDIA have announced that Quake II RTX, the ray-traced remaster of Quake II is going to release in full with Linux support on June 6th. They've said that anyone will be able to download it and try out the first three levels for free. If you own Quake II, you will be able to play through the campaign in full and play against others online.

They also have a new trailer to show off:

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Additionally, the full source code will also be posted up on GitHub. This release will come with a ton of other improvements they noted like new dynamic environments, time of day options, new weapon models and textures, dynamic lighting on various objects, a high-quality screenshot mode, support for the older OpenGL renderer (the main game uses Vulkan), multiplayer support and so on.

Minimum system requirements:

  • OS: Windows 7 64-bit or Ubuntu 16.04 LTS 64-bit
  • Processor: Intel Core i3-3220, or AMD equivalent
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce RTX 2060, or higher
  • Storage: 2GB available space

Really nice to see Linux on such equal footing here, getting support at exactly the same time. This pleases me.

You can see the original announcement here. If you want to grab a copy of the full game to be ready with the content, you can grab it on the Humble Store.

Article taken from GamingOnLinux.com.
Tags: FPS, NVIDIA, Vulkan | Apps: Quake II RTX
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21 comments
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poke86 May 27, 2019
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Nice, something to throw at my new 2080 ^^
Ehvis May 27, 2019
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Something to try!

While these are nice from a tech demo perspective, I don't see the mainstream gaming going here for a long time. However, I do think partial raytracing could have some big advantages. The most impressive uses I've seen so far were where they did lighting calculations using RTX, while rendering the scene using the traditional way. I have no idea how exactly they do that, but I suspect that they use a variation on deferred shading where only the lighting buffer is filled by using raytracing. This could help a lot with the transitions between dark and light areas.

Any rendering tech people in here that know more?
toojays May 27, 2019
Remembering the intro to Quake 2 still gives me shivers. I had two copies of Quake 2 back in the day (one came free with a 56k modem IIRC), hopefully I still have one of them. Otherwise I guess 3 levels will probably be enough for me anyway.


Last edited by toojays on 27 May 2019 at 10:13 am UTC
ixo May 27, 2019
no RTX in my comp, should i play it ?


Last edited by ixo on 27 May 2019 at 10:23 am UTC
lqe5433 May 27, 2019
Will it work also with AMD?
lqe5433 May 27, 2019
no RTX in my comp, should i play it ?
Will it work also with AMD?
I don't think there is any benefit if someone don't has an RTX card like any AMD user or the wide range of NVidia GTX users IF the game even starts.
Because afaik it makes use of the Vulkan ray traced extensions only working on RTX cards.

But I thinks it's a good question, is there any fallback for non RTX users? Something like a still fancy but not ray traced experience? o.o

Every Vulkan extension is open source, no?
Ehvis May 27, 2019
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Every Vulkan extension is open source, no?

The specification is open, the implementation depends on who implemented it. In this case, VK_NV_ray_tracing is (as far as I know) only implemented in the proprietary nvidia driver and therefore closed. But there's nothing stopping people from implementing it in mesa and making it work for AMD through compute shaders (just like the nvidia did with the optix system before rtx, and probably still does as fallback). However, I'm not sure anyone will bother trying this in mesa since the specification will probably change before it becomes a generic vulkan extension.
walther von stolzing May 27, 2019
I wonder if it's possible to do the same on Quake I.
fabertawe May 27, 2019
I loved this on the PS1 and would love to play it (RTX) on my Linux desktop but I can't see me ditching my GTX 970 until it packs up. Or I win the lottery. It looks gorgeous though.
appetrosyan May 27, 2019
Here's the beauty of openSource. If Id Software hadn't released the code as GPL, their current contract with AMD would make this if not impossible, then unlikely.

Another good news, is that even if RTX cards are the only currently capable of running this at 60Hz, both AMD and Nvidia non-RTX cards would be able to run this in the future.
Kristian May 27, 2019
I was able to run(with bad performance, but that is a different matter) Q2VKPT on my laptop with a GTX 1070 because they extended the support for the ray tracing extensions to GTX cards in a recent driver update. I found a news post about it here: https://www.phoronix.com/scan.php?page=news_item&px=NVIDIA-418.52.05-Released
Ardje May 27, 2019
*Cries in AMD*
You can't RTX in AMD, but RTX is an NVidia proprietary API.
Just do plain pathtracing with AMD, it should perform better.
http://amietia.com/q2pt.html
I assume there is probably a generic vulkan version to with a denoiser.
Kristian May 27, 2019
*Cries in AMD*
You can't RTX in AMD, but RTX is an NVidia proprietary API.
Just do plain pathtracing with AMD, it should perform better.
http://amietia.com/q2pt.html
I assume there is probably a generic vulkan version to with a denoiser.

Going by the screenshots on that website port has no denoising, is that right?
Linas May 27, 2019
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You can't RTX in AMD, but RTX is an NVidia proprietary API.

Just like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

I hope that this will not become the norm. I'd really hate to see the world when you would need to choose your games based on what vendor of GPU you installed.
Ehvis May 27, 2019
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Just like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

RTX is not an api, it's just a name for the hardware acceleration. The api is the Vulkan extension.
Kristian May 27, 2019
Just like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

RTX is not an api, it's just a name for the hardware acceleration. The api is the Vulkan extension.

Is the specification for the extension open or closed/proprietary?
Ehvis May 27, 2019
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Just like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

RTX is not an api, it's just a name for the hardware acceleration. The api is the Vulkan extension.

Is the specification for the extension open or closed/proprietary?

The specification is open as are all Khronos registered extensions. The only implementation so far is in the nvidia proprietary driver and therefore closed. I don't think that will change any time soon.
Kristian May 27, 2019
Just like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

RTX is not an api, it's just a name for the hardware acceleration. The api is the Vulkan extension.

Is the specification for the extension open or closed/proprietary?

The specification is open as are all Khronos registered extensions. The only implementation so far is in the nvidia proprietary driver and therefore closed. I don't think that will change any time soon.

Well is that really Nvidia's fault then?
Ehvis May 27, 2019
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The specification is open as are all Khronos registered extensions. The only implementation so far is in the nvidia proprietary driver and therefore closed. I don't think that will change any time soon.

Well is that really Nvidia's fault then?[/quote]
Not really. Nvidia is simply the only one that provides the hardware acceleration. Without the RTX, it just not fast enough for realtime stuff. And since the spec will probably go through revisions before it is accepted as a non-vendor extension, other systems will just wait it out for now.

There is the generic Crytek demo shown earlier this year, but that's a bit vague on what it actually does. It may just be hype and unsuitable for practical applications.
Kristian May 27, 2019
The specification is open as are all Khronos registered extensions. The only implementation so far is in the nvidia proprietary driver and therefore closed. I don't think that will change any time soon.

Well is that really Nvidia's fault then?

Not really. Nvidia is simply the only one that provides the hardware acceleration. Without the RTX, it just not fast enough for realtime stuff. And since the spec will probably go through revisions before it is accepted as a non-vendor extension, other systems will just wait it out for now.

There is the generic Crytek demo shown earlier this year, but that's a bit vague on what it actually does. It may just be hype and unsuitable for practical applications.[/quote]
I don't think I saw that CryTek demo, got a link?
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