Q2RTX
SDL
Q2RTX | SDL | |
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34 | 195 | |
1,201 | 8,353 | |
0.4% | 4.1% | |
9.2 | 10.0 | |
16 days ago | 2 days ago | |
C | C | |
GNU General Public License v3.0 or later | zlib License |
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Q2RTX
- 1+ Years of Unemployment Lately, What To Do Next?
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how well does quake 2 rtx run on a radeon 6500 xt?
But like another commenter said, Q2RTX is free for the shareware version so just give it try! https://github.com/NVIDIA/Q2RTX/releases
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Quake 2 RTX Incorrectly Tells Me I Don't Have A Ray Tracing Card
First, are you sure you're using the latest version of Q2RTX? Get it from here just to be sure: https://github.com/NVIDIA/Q2RTX/releases/tag/v1.7.0
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GPU Raytracing
https://github.com/NVIDIA/Q2RTX A really solid a-svgf implementation by nvidia in quake. A-svgf is a basic denoiser.
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Radeon RX 7900 XT Raytracing Review
We can be pretty much sure that the parts of the Q2 RTX code that uses the Vulkan RT API are optimized for Nvidia, as Nvidia basically developed that API. Until the official Khronos Vulkan RT API was finalized, Q2 RTX used an Nvidia specific extension which was committed by an Nvidia engineer.
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Portal RTX (Remix) - underutilization on RDNA2 hardware
I'm not confusing anything, I've been following this stuff very closely, Q2VKPT was a solo project by Christoph Schied and was actually primarily meant to showcase/test his denoiser, Nvidia saw his project, thought it was cool and probably that it would be a good test bench for VulkanRT and so they've decided to expand on his project to see how far they could take it. Quake II RTX is absolutely open source, since the original code is licensed under GPL v.2 it can't be proprietary nor contain proprietary code in any way, that's why DLSS and Flow were never implemented, because if they were they would have to be open sourced as well (though Flow has been recently open sourced anyway), here is the code: https://github.com/NVIDIA/Q2RTX
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Quake 2 RTX has gone INSANE!
Modded yes it has a lot of upgrades, but the official Quake 2 RTX hasn't had an update in almost 1 year (since Jan 2022): https://github.com/NVIDIA/Q2RTX/releases
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The next-gen update for The Witcher 3: Wild Hunt is coming on December 14th, free for everyone who already owns the game.
Minecraft RTX = 8 temporally afaik Quake 2 RTX = 1 or 2 (tweakable) Lego Builder's Journey = 2
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ASVGF noisy gradients?
I'm assuming you already implemented it like this? https://github.com/NVIDIA/Q2RTX/blob/master/src/refresh/vkpt/shader/asvgf_gradient_reproject.comp
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Does someoneknow a game that supports ray tracing please?
There is a mod for Serious Sam, one for Doom (the original) and Quake II RTX (the most impressive since it's done and maintained by Nvidia programmers) if you're into retro stuff, I don't personally know of any free modern games though.
SDL
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12to11 – run Wayland applications on an X server
Wayland works well on the Steam Deck because Valve controls the whole system. Because they have their own Wayland compositor (Gamescope), they're able to implement protocols to work around issues in Wayland without being delayed by the bureaucratic process of getting them approved. Here's an SDL pull request where a graphics developer at Valve discusses how two protocols necessary for good GPU performance haven't been added to Wayland yet so Valve added equivalent protocols to Gamescope as a workaround: https://github.com/libsdl-org/SDL/pull/9345
One thing to note is that the Steam Deck only uses Wayland for its fullscreen gaming mode. When you exit to its desktop mode (meant for running non-Steam software), it switches to X11.
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C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
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Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
What are some alternatives?
yquake2 - The Yamagi Quake II client
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
vkQuake2 - id Software's Quake 2 v3.21 with mission packs and Vulkan support (Windows, Linux, macOS, FreeBSD, Raspberry Pi 4)
raylib - A simple and easy-to-use library to enjoy videogames programming
DLSS - NVIDIA DLSS is a new and improved deep learning neural network that boosts frame rates and generates beautiful, sharp images for your games
Godot - Godot Engine – Multi-platform 2D and 3D game engine
box86 - Box86 - Linux Userspace x86 Emulator with a twist, targeted at ARM Linux devices
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
FidelityFX-FSR2 - FidelityFX Super Resolution 2
DS4Windows - Like those other ds4tools, but sexier
WispRenderer - RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science
DualSenseSupport - Preliminar DualSense