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Re:Quake II RTX: Re-Engineering a Classic with Ray Tracing E... by lanevorockz on Friday March 22, 2019 @07:35AM (#19461539)
Not sure what can you be skeptical about. The difference from RT Quake to Quake it’s only that the lights are not precompiled at the beginning of the level. Any other game just need to rework the light baking step to use RTX and job done.

The only downside that can be pointed out is that you are hardware dependent. Would be amazing to see thing in a console, all games with dynamic lighting would help developer and gamers.

Re:Quake II RTX: Re-Engineering a Classic with Ray Tracing E... by mbel on Friday March 22, 2019 @07:54AM (#19461654)
> The difference from RT Quake to Quake it’s only that the lights are not precompiled

In the linked demo video they also use new high resolution textures. Which include not only color data as in the original Quake, but also normal maps and maps with PBR parameters (metalness, roughness).

Re:Quake II RTX: Re-Engineering a Classic with Ray Tracing E... by KallDrexx on Friday March 22, 2019 @10:11AM (#19462646)
That's not the only difference shown in the video. IN the official keynote when Jensen was talking about it he specifically said the "RTX Off" was using the software rasterizer. So it's not comparing Vulkin RTX on with Vulkin RTX off but Vulkin RTX On with Software rendering on.