Much like high degrees of anti-aliasing, the effect is so much more pronounced when you can match the difference your eyes are seeing with the motions you make on the mouse. Real-time ray-tracing isn’t something you can really show off in a screenshot. Quake II also hasn’t enjoyed the massive source-port love that its predecessor has, so this release is welcome for fans of the title. While all three are open-source now, the original Quake is a bit too simplistic, and as a multi-player game, Quake III Arena doesn’t lend itself to languid appreciation of your environs. The choice makes sense from a few angles. There is some irony in Nvidia delving to the depths of PC gaming’s history and dragging out a dinosaur like Quake II explicitly to use as a showcase for the latest rendering technology. With an engine upgrade and a texture pack, Quake II RTX legitimately looks like an all-new game at times. Pure ray-tracing is too demanding for modern games, but a title like Quake II makes a perfect showcase for RTX given its low polycounts and simple world geometry. Nvidia-or at least Jensen Huang, anyway-seems to think that the time is ripe to take the first steps away from classical rasterization and toward a ray-traced future. In case you somehow don’t know, RTX refers to Nvidia’s real-time ray-tracing technology. That was his segue into the announcement of Quake II RTX, which is now available. Nvidia’s CEO even admitted that his company may not have even existed were it not for Quake. Back in the day, many of us convinced our friends and family that it was a good idea to spend several hundred dollars on a 3D accelerator card by demonstrating GLQuake running at nearly 60 FPS in gorgeous 640×480 resolution.
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