Quake 1 with full ray-traced lighting
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- čas přidán 8. 04. 2023
- Trying out a mod for the original Quake from 1996, enabling some proper ray tracing. The RT really has the full effect of path-traced light spilling over everything here, instead of just subtle differences in glows and shadows we see in other RT enabled mainstream titles. Apparently I need to change some settings to reduce the glare outdoors... Nethertheless, this test looks MUCH more dynamic than the old visuals (which were already actually decent for the time). No DLSS here but running at 4K with Quality FSR enabled. (1440p recording)
Original Trent Reznor soundtrack. 👍🏻
Yeah, was absolutely disappointed back then.
@@lilwondair4836 Honestly, so was I, but I grew to love the soundtrack with time.
@@singleproppilotme too.
@@singleproppilot IMO it's one of gaming's very finest OSTs
No texture filtering and square pixels -- pure awesomeness
Take a closer look, the textures are obviously filtered.
Looks so nice, RT would give such a great graphical upgrade to many classic games!
Wow, I loved that! Usually when I hear about lighting effects it just makes everything look to shiny and I'm not impressed. The gloomy Quake world looks fantastic with these lighting effects. I was thoroughly amused to see the slipgate shows a shimmering preview of what's on the other side.
the bloomy fuzzy effects are downright horrible and cheezy
I love the fact that it doesn't looks like everything is wet, like other mods. This is Quake not NFSU.
Looks awesome! Glad this vid randomly popped up for me, gave me the nostalgic warm fuzzies, me and my cousin grinding this game out for hours on end as kids.
Omfg, the atmosphere of this game. I wish it got remastered *properly*
Huh? It got remastered properly.. 2 years ago.. And Quake 2 got the same treatment like 3 weeks ago.. You mean remake?
Looks excatly how I remember it looked like 25 years ago xD
Very fitting since Quake was one of the first games to have pre-computed raytraced lighting.
You mean the lightmaps?
@@ThefamousMrcroissant Yeah, but they used raytracing to compute them. More basic implementation for sure, but still pretty much the same.
This looks fantastic! Congratulations!
The original game was way ahead of its time wrt graphics. Most mods aren't as good as the original. This is the only mod which is actually an improvement. Awesome.
Those sounds are so crisp 🥰
Daaamn! So beautiful!!
Reminds me a lot the Quake Tenebrae engine, I don't know if Tenebrae didn't look even better honestly.
This is probably the best pathtracing implementation that i've seen. I wish you could play the new version with RT.
Looks fantastic!
Brilliant! I bloody love it!
Amazing
I kinda wish MachineGames or Nightdive would do a proper ray-traced glow-up of Quake and Quake II.
Beautiful
Imagine seeing this Back in the Day...
OBRA MAESTRA ARCANA
How I like this game. 😍😍😍
Funny part is that's running slower than it did on my 16meg Voodoo 3.
Just when you thought you were up, someone makes a version of quake you can't afford... 😔
I wonder if this could be ported into a sourceport like Darkplaces or Ironwail?
too shiny and clean
is there a way to disable the color processing that makes red white?
Hiya! Im afraid I have no clue, I ran this with default settings and it looks OK to me, apart from being a bit washed out in the outdoor areas as mentioned. Here is a link to where I got the mod; github.com/sultim-t/vkquake-rt
You've got a lot more light in here than there actually is, however.
😳😳
While full real time raytracing is indeed the future, the impact on performance is still too great to justify its use, we'll get there, eventually, but right now, just be patient
I'd play it again if they re-released a fully upgraded graphic version (also models would need serious reworking)
Why are some places much darker than in vanilla Quake?
What mod is this? Got link?
github.com/sultim-t/vkquake-rt
Well.. not bad at all.. but I prefer old graphics .. somehow
I agree, specifically because old graphics already has dynamic lighting for same effect and ray-tracing has problem like too strong global color & unlit area.
Probably need to tone down the lighting. It's borderline fullbright.
The lights are too bright, it kills the intended mood and visibility of some sections. Right at the beginning there is even a pathway that is intentionally left pitch black dark in the original game to control your path through the level.
I guess one could lower the contrast and increase gamma
Looks like ass but it's neat as a novelty.
Lame =))