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Quake II RTX 1.6.0 Patch

Hey, everyone! Today we're releasing v1.6.0, featuring the below fixed issues and improvements.

Breaking Changes:

  • Re-designed the material definition system for flexibility and modding.

  • Removed support for the VK_NV_ray_tracing Vulkan extension, which is superseded by

  • VK_KHR_ray_tracing_pipeline and VK_KHR_ray_query that were added earlier.

New Features:

  • Added a setting to enable nearest filtering on world textures, pt_nearest.

  • Added a setting to enable the use of texture and model overrides in the GL renderer, gl_use_hd_assets (https://github.com/NVIDIA/Q2RTX/issues/151)

  • Added support for converting sky surfaces into lights based on their flags, see pt_bsp_sky_lights.

  • Added support for IQM models and skeletal animation for the RTX renderer.

  • Added support for making any models translucent, and cl_gunalpha specifically.

  • Added support for masked materials (https://github.com/NVIDIA/Q2RTX/issues/127)

  • Added support for polygonal light extraction from MD2/MD3/IQM models.

  • Added support for smooth normals on the world mesh through a BSPX extension.

  • Added support for unlit fog volumes. See the comment in fog.c for more information.

  • Enabled game builds for ARM64 processors.

  • Extended the "shader balls" feature to support arbitrary test models with animation.

Fixed Issues:

  • Fixed a crash that happened when loading a map with non-emissive lava material.

  • Fixed loading of multi-skin MD3 models.

  • Fixed long texture animation sequences.

  • Fixed some bugs in the model validation code (https://github.com/NVIDIA/Q2RTX/pull/149)

  • Fixed some self-shadowing artifacts by increasing the shadow and bounce ray offsets.

  • Fixed some unlit or partially lit triangles by improving the BSP cluster detection logic.

  • Fixed the MZ_IONRIPPER sound (https://github.com/NVIDIA/Q2RTX/pull/143)

  • Fixed the rcon_password variable flags to prevent the password from being stored (https://github.com/NVIDIA/Q2RTX/issues/176)

  • Fixed the background blur behavior when the menu is opened on a system with over 24 days of uptime.

  • Fixed the barriers in non-uniform control flow in the tone mapping shader (https://github.com/NVIDIA/Q2RTX/pull/129)

  • Fixed the buffer flags on the acceleration structure scratch buffer (https://github.com/NVIDIA/Q2RTX/pull/142)

  • Fixed the crash that sometimes happened when entering The Reactor map (https://github.com/NVIDIA/Q2RTX/issues/123)

  • Fixed the disappearing light surfaces on some polygons with almost-collinear edges.

  • Fixed the lighting on the first person weapon when it's left-handed.

  • Fixed the missing frame 0 in repeated entity texture animations.

  • Fixed the pipeline layout mismatch in asvgf.c (https://github.com/NVIDIA/Q2RTX/pull/140)

  • Fixed the rendering of the planet's atmosphere in the space environment.

  • Fixed the sampled lighting estimator math, improved specular MIS.

Misc Improvements:

  • Allowed changing the VSync setting without reloading the renderer.

  • Extended the supported light style range to 200% to fix over-bright lighting.

  • Implemented anisotropic texture sampling for objects seen in reflections and refractions using ray cones.

  • Improved CPU performance by not re-allocating the TLAS on every frame.

  • Improved the handling of transparent effects in the acceleration structures.

  • Removed the fake ambient that was added when global illumination is set to "off".

  • Removed the initialization of the async compute queue, which was unused. This improves rendering performance and fixes some compatibility issues with AMD drivers.

  • Removed the MAX_SWAPCHAIN_IMAGES limit for XWayland (https://github.com/NVIDIA/Q2RTX/pull/122)

  • Replaced the implementation of model data handling on the GPU to improve scalability (https://github.com/NVIDIA/Q2RTX/pull/171)

  • Replaced the material BRDF with a more physically correct one and removed the non-linear albedo correction function.

  • Replaced the normal map normalization on load with a compute shader to speed up engine startup and map loading.

Contributions by GitHub user @res2k:

Contributions by GitHub user @Paril:

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