Warface : How To Get FREE DLC, VIP Booster + Weapons!.11 FREE Steam Games + DLCs On 14 December 2020!.Quake 2 RTX Now Supports Vulkan Ray Tracing!.– Upgrade to Game Ready Driver 460.89 (Windows) or 460.27.04 (Linux), or newer – Requires GeForce RTX / Quadro RTX graphics cards. – Upgrade to Radeon Software Adrenalin 2020 Edition 20.11.2 Beta or newer AMD – Requires Radeon RX 6000 series, or future RDNA 2, cards.Download and install Quake 2 RTX 1.4.0 or newer.Quake 2 RTX : Vulkan Ray Tracing Requirements So we thought – what the heck, let’s give the Radeon RX 6800 a spin, and see how well it does in Quake 2 RTX!Īt the 1080p resolution, the Radeon RX 6800 was able to maintain an average frame rate of between 55-65 fps. With support for Vulkan Ray Tracing, not only can NVIDIA RTX cards run Quake 2 RTX, so can the new AMD Radeon 6000 series graphics cards! On 15 December 2020, Quake 2 RTX was updated to support Vulkan Ray Tracing, becoming the world’s first game to support it! Vulkan Ray Tracing (Quake 2 RTX) On AMD Radeon RX 6800! This allows developers to easily integrate ray tracing into their games for any GPU that supports the “VK_KHR_ray_tracing_pipeline” extension. In November 2020, The Khronos Group released the final Vulkan Ray Tracing extension specifications, followed by an upgraded Vulkan SDK with full Ray Tracing support on 15 December 2020. It offers better performance to graphics APIs like OpenGL, DirectX and Metal. Vulkan is an open-source and cross-platform graphics API. There will be visual artifacts like in my first point anywhere you have new data on screen, because temporal filtering of on-screen data only means that anything that has appeared from offscreen is a very low-resolution, mostly fake mess for the first few dozen frames.Take a look at the AMD Radeon RX 6800’s Vulkan Ray Tracing performance in Quake 2 RTX – the world’s first cross-vendor Vulkan Ray Tracing game! Anyway, once it's tile-stamped a best-guess frame together out of those few ray samples, each of those barely-raytraced frames are blurred together in a buffer over the course of several hundred frames. This works fine as long as you just want an approximation, because the human brain does great work in filling in the gaps, especially when it's all in motion. If I was going to pick a rough ballpark figure, I'd probably say that 3% of the frame data in that last image is raytraced samples and 97% of it is faked interpolation between regions and potato-stamped to fill in the gaps with an approximation. Firstly we have very low ray density that is used as a basis for region definitions that can then be approximated per frame using a library of tile-based approximations that aren't real raytracing, just more fakery that's stamped out as a best guess based on the very low ray coverage for that geometry region. It's genuinely amazing how close to a useful image it's generating in under half a second, but we're still a couple of orders of magnitude too slow to replace baked shadowmaps for full GI. Since you are usually moving when you're actually playing a game, the typical image quality of the entire experience is this 'dark smear', laggy, splotchy mess that visibly runs at a fraction of your framerate. Top image was taken within a few frames of me moving the camera, bottom image was the desired final result that took 3-5 seconds to 'fade' in as the temporal denoiser had more previous frames to work from. This is based on previous frame data, so with the textures turned off and the only image you're seeing is what's raytraced. So how do they render it in a fraction of a second? Meet Green RT Fakery: It takes 2060 about 20 seconds to generate a decent quality frame. Now, let's move to " full RT" shall we? Let's be generous, Quake. This benchmark applies 1 simple pass of Path Tracing to the lighting scheme which is hardly cause for celebration or even worth mentioning as the path tracer was not given enough timeĬorners Don't Look Like That: Regarding Screenspace Ambient Occlusion So PCGamer is essentially stating this technology is as sophisticated as a scene that is rendered per frame over several hour's and minutes at a render farm. Attempting to label this benchmark a Full Path Tracing Benchmark as PCGamer has only does a disservice to gamer's unaware of what this actually intel's. When path tracing is applied to all elements of a scene, diffuse maps/shadows/reflective caustics/refractive caustics/glossy/transmission/volume scattering/transparency/Emits/AO at 1024 render passes in real time then it may be considered an actual Path Tracing benchmark. Click to expand.There is no true path tracing performance given, this is ray tracing performance tested plain and simple - 2 low passes of path tracing applied to lighting in a scene should not constitute specifying this test is benchmarking path tracing in any meaningful way.
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