Q2RTX
WispRenderer
Q2RTX | WispRenderer | |
---|---|---|
34 | 1 | |
1,201 | 198 | |
0.4% | - | |
9.2 | 10.0 | |
19 days ago | over 4 years ago | |
C | C++ | |
GNU General Public License v3.0 or later | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Q2RTX
- 1+ Years of Unemployment Lately, What To Do Next?
-
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
-
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
-
GPU Raytracing
https://github.com/NVIDIA/Q2RTX A really solid a-svgf implementation by nvidia in quake. A-svgf is a basic denoiser.
-
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.
-
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
-
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
-
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
-
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
-
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.
WispRenderer
What are some alternatives?
yquake2 - The Yamagi Quake II client
FidelityFX-FSR2 - FidelityFX Super Resolution 2
vkQuake2 - id Software's Quake 2 v3.21 with mission packs and Vulkan support (Windows, Linux, macOS, FreeBSD, Raspberry Pi 4)
raytracinginoneweekendincuda - The code for the ebook Ray Tracing in One Weekend by Peter Shirley translated to CUDA by Roger Allen. This work is in the public domain.
DLSS - NVIDIA DLSS is a new and improved deep learning neural network that boosts frame rates and generates beautiful, sharp images for your games
box86 - Box86 - Linux Userspace x86 Emulator with a twist, targeted at ARM Linux devices
SDL - Simple Directmedia Layer
prboom-plus-rt
Serious-Engine-RT
FidelityFX-FSR - FidelityFX Super Resolution
systemd - The systemd System and Service Manager