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World's first fully ray traced game (mod) released

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  • World's first fully ray traced game (mod) released


    Due to the computational cost it is now accepted that it's going to be a few more generations of GPU hardware before game developers can get good performance from lighting engines which are fully reliant on ray tracing. Until then ray tracing will have it's place in order to enable a few special effects or enhancements as we have seen in Battlefield V albeit at the cost of smooth framerates.




     




    So what if want a fully ray traced game that can run on today's Geforce RTX graphics cards. We need a game whose maps are far less complex in terms of geometry, textures etc. Enter Quake 2 which was released 22 years ago in 1997. John Carmack's engine at the time utilized lightmaps.





    A new mod called Q2VKPT by Christoph Schied has been released. The game now features fully dynamic global illumination using path tracing, with raytraced shadows, glossy reflections and one bounce of indirect lighting. Works on both  Linux and Windows. This effort took 12,000 lines of graphics code and they replaced the old openGL renderer with a new vulkan renderer. 












     




    official website




    http://brechpunkt.de/q2vkpt/




     




    github




    https://github.com/cschied/q2vkpt/




     




    As shown in the below video if you have an RTX 2080ti you can max out this game at 1440p and get very playable framerates of 40-60fps. You can also play at 4K with 20-30fps.












     




    Quote





    This project is a proof-of-concept for the game industry and the computer graphics research community, giving enthusiasts a glimpse into the future of game graphics. It is unique in that it is the first to fully rely on path tracing, which was previously only possible in movie production on big server machines. Path tracing requires large sample counts to converge to noise-free images. Q2VKPT makes use of modern GPU acceleration for raytracing to accelerate the path tracer. Nevertheless the computational cost for its path tracer stays very high, using between 75 to 80% of the computational budget for a single sample, making noise-free renderings prohibitively expensive. Q2VKPT mainly gains its efficiency from an adaptive image filtering technique that efficiently removes the noise. The filter intelligently tracks changes in the scene illumination to re-use as much information as possible from previous computations (see tech section). 






    https://www.phoronix.com/scan.php?pa...e-2-Path-Trace




     




     




    Trivia




    In 2008 as a research project Intel created a ray traced version of enemy territory quake wars. This was run on clusters of high end servers or workstation, and it wasn't GPU accelerated.




     




    wifi




    Quake Wars: Ray-Traced




     




    official site




    QW:RT site




     




    fascinating tech write up from Intel




    https://software.intel.com/en-us/art...ets-ray-traced



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