Quake II RTX from Lightspeed Studios and NVIDIA continues expanding with a brand new update out now. It's not a huge one but it does continue to expand the Ray Tracing support for Vulkan.
In addition to already supporting NVIDIA's own VK_NV_ray_tracing extension and the more recent vendor neutral VK_KHR_ray_tracing_pipeline extension, they've now gone further to support Ray Tracing with the VK_KHR_ray_query extension API now too.
Here's what else is new:
- Fixed the crash that happened on some systems when the game is minimized: https://github.com/NVIDIA/Q2RTX/issues/103
- Fixed the invalid Vulkan API usage that happened in the bloom pass: https://github.com/NVIDIA/Q2RTX/issues/104
- Fixed the invalid barrier for an inter-queue resource transition: https://github.com/NVIDIA/Q2RTX/issues/105
- Fixed the out-of-bounds addressing of the framebuffer array: https://github.com/NVIDIA/Q2RTX/issues/107Misc Improvements:
- Reduced the delay after resolution changes by avoiding re-initialization of the RT pipelines.
- Changed the memory type required for the UBO and transparency upload buffers to `(HOST_VISIBLE | HOST_COHERENT)`.
- Improved logging around SLI initialization.
You can play Quake II RTX on Steam. The first 3 levels are free but to play the rest with it you also need to buy the original Quake II.