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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:

  • Added support for final Vulkan Ray Tracing API. The game can now run on any GPU supporting VK_KHR_ray_tracing_pipeline extension

  • Added temporal upscaling, or TAAU, for improved image quality at lower resolution scales.

Fixed Issues:

Denoiser Improvements:

  • Implemented a new gradient estimation algorithm that makes the image more stable in reflections and refractions.

  • Implemented sampling across checkerboard fields in the temporal filter to reduce blurring.

  • Improved motion vectors for multiple refraction, in particular when thick glass is enabled.

  • 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.

  • Improved the temporal filter to make lighting more stable on high-detail surfaces.

Misc Improvements:

  • Added git branch name to the game version info.

  • Improved the console log to get more information in case of game crashes.

  • Increased precision of printed FPS when running timedemos.

  • Reduced the amount of stutter that happened when new geometry is loaded, like on weapon pickup.

  • Replaced the Vulkan headers stored in the repository with a submodule pointing to https://github.com/KhronosGroup/Vulkan-Headers

  • Static resolution scale can now be set to as low as 25%.

  • Vulkan validation layer can now be enabled through the vk_validation cvar.

  • Updated SDL2 version to changeset 13784.

Читать в Steam ↗

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