Quake II RTX 1.4.0 PATCH
Hey, everyone! Today we're releasing v1.4.0, featuring added support for final Vulkan Ray Tracing API, and enabling dynamic selection between the pre-existing NVIDIA VKRay and the new Khronos extension backends.
New Features:
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Added support for final Vulkan Ray Tracing API. The game can now run on any GPU supporting
VK_KHR_ray_tracing_pipelineextension -
Added temporal upscaling, or TAAU, for improved image quality at lower resolution scales.
Fixed Issues:
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Fixed a crash that happened when there are no available sound devices.
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Fixed a few issues with the tone mapper and the profiler for AMD GPU compatibility.
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Fixed a server crash: https://github.com/NVIDIA/Q2RTX/issues/86
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Fixed black materials and some light leaks: https://github.com/NVIDIA/Q2RTX/issues/55
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Fixed missing railgun lights in photo mode: https://github.com/NVIDIA/Q2RTX/issues/75
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Fixed missing sun light on geometry with invalid clusters.
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Fixed the CFLAGS for MinSizeRel and RelWithDebInfo builds to generate correct debug symbols.
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Fixed the game stuttering on Linux: https://github.com/NVIDIA/Q2RTX/issues/62
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Fixed the issue with all models being missing or corrupted on some maps during network play.
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Fixed the nearest filter when DRS was enabled and then disabled.
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Fixed building the game with GCC10 on Linux: https://github.com/NVIDIA/Q2RTX/issues/80
Denoiser Improvements:
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Implemented a new gradient estimation algorithm that makes the image more stable in reflections and refractions.
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Implemented sampling across checkerboard fields in the temporal filter to reduce blurring.
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Improved motion vectors for multiple refraction, in particular when thick glass is enabled.
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Improved the temporal filter to avoid smearing on surfaces that appear at small glancing angles, e.g. on the floor when going up the stairs.
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Improved the temporal filter to make lighting more stable on high-detail surfaces.
Misc Improvements:
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Added git branch name to the game version info.
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Improved the console log to get more information in case of game crashes.
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Increased precision of printed FPS when running timedemos.
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Reduced the amount of stutter that happened when new geometry is loaded, like on weapon pickup.
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Replaced the Vulkan headers stored in the repository with a submodule pointing to https://github.com/KhronosGroup/Vulkan-Headers
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Static resolution scale can now be set to as low as 25%.
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Vulkan validation layer can now be enabled through the
vk_validationcvar. -
Updated SDL2 version to changeset 13784.
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