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NVIDIA have announced that Quake II RTX, the ray-traced remaster of Quake II is going to release in full with Linux support on June 6th. They've said that anyone will be able to download it and try out the first three levels for free. If you own Quake II, you will be able to play through the campaign in full and play against others online.

They also have a new trailer to show off:

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Additionally, the full source code will also be posted up on GitHub. This release will come with a ton of other improvements they noted like new dynamic environments, time of day options, new weapon models and textures, dynamic lighting on various objects, a high-quality screenshot mode, support for the older OpenGL renderer (the main game uses Vulkan), multiplayer support and so on.

Minimum system requirements:

  • OS: Windows 7 64-bit or Ubuntu 16.04 LTS 64-bit
  • Processor: Intel Core i3-3220, or AMD equivalent
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce RTX 2060, or higher
  • Storage: 2GB available space

Really nice to see Linux on such equal footing here, getting support at exactly the same time. This pleases me.

You can see the original announcement here. If you want to grab a copy of the full game to be ready with the content, you can grab it on the Humble Store.

Article taken from GamingOnLinux.com.
Tags: FPS, NVIDIA, Vulkan | Apps: Quake II RTX
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Kristian May 27, 2019
I was able to run(with bad performance, but that is a different matter) Q2VKPT on my laptop with a GTX 1070 because they extended the support for the ray tracing extensions to GTX cards in a recent driver update. I found a news post about it here: https://www.phoronix.com/scan.php?page=news_item&px=NVIDIA-418.52.05-Released
Ardje May 27, 2019
Quoting: Guest*Cries in AMD*
You can't RTX in AMD, but RTX is an NVidia proprietary API.
Just do plain pathtracing with AMD, it should perform better.
http://amietia.com/q2pt.html
I assume there is probably a generic vulkan version to with a denoiser.
Kristian May 27, 2019
Quoting: Ardje
Quoting: Guest*Cries in AMD*
You can't RTX in AMD, but RTX is an NVidia proprietary API.
Just do plain pathtracing with AMD, it should perform better.
http://amietia.com/q2pt.html
I assume there is probably a generic vulkan version to with a denoiser.

Going by the screenshots on that website port has no denoising, is that right?
Linas May 27, 2019
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Quoting: ArdjeYou can't RTX in AMD, but RTX is an NVidia proprietary API.

Just like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

I hope that this will not become the norm. I'd really hate to see the world when you would need to choose your games based on what vendor of GPU you installed.
Ehvis May 27, 2019
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Quoting: LinasJust like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

RTX is not an api, it's just a name for the hardware acceleration. The api is the Vulkan extension.
Kristian May 27, 2019
Quoting: Ehvis
Quoting: LinasJust like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

RTX is not an api, it's just a name for the hardware acceleration. The api is the Vulkan extension.

Is the specification for the extension open or closed/proprietary?
Ehvis May 27, 2019
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Quoting: Kristian
Quoting: Ehvis
Quoting: LinasJust like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

RTX is not an api, it's just a name for the hardware acceleration. The api is the Vulkan extension.

Is the specification for the extension open or closed/proprietary?

The specification is open as are all Khronos registered extensions. The only implementation so far is in the nvidia proprietary driver and therefore closed. I don't think that will change any time soon.
Kristian May 27, 2019
Quoting: Ehvis
Quoting: Kristian
Quoting: Ehvis
Quoting: LinasJust like CUDA vs OpenCL, this is so typical of NVIDIA to push their proprietary APIs.

RTX is not an api, it's just a name for the hardware acceleration. The api is the Vulkan extension.

Is the specification for the extension open or closed/proprietary?

The specification is open as are all Khronos registered extensions. The only implementation so far is in the nvidia proprietary driver and therefore closed. I don't think that will change any time soon.

Well is that really Nvidia's fault then?
Ehvis May 27, 2019
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Quoting: KristianThe specification is open as are all Khronos registered extensions. The only implementation so far is in the nvidia proprietary driver and therefore closed. I don't think that will change any time soon.

Well is that really Nvidia's fault then?[/quote]
Not really. Nvidia is simply the only one that provides the hardware acceleration. Without the RTX, it just not fast enough for realtime stuff. And since the spec will probably go through revisions before it is accepted as a non-vendor extension, other systems will just wait it out for now.

There is the generic Crytek demo shown earlier this year, but that's a bit vague on what it actually does. It may just be hype and unsuitable for practical applications.
Kristian May 27, 2019
Quoting: Ehvis
Quoting: KristianThe specification is open as are all Khronos registered extensions. The only implementation so far is in the nvidia proprietary driver and therefore closed. I don't think that will change any time soon.

Well is that really Nvidia's fault then?

Not really. Nvidia is simply the only one that provides the hardware acceleration. Without the RTX, it just not fast enough for realtime stuff. And since the spec will probably go through revisions before it is accepted as a non-vendor extension, other systems will just wait it out for now.

There is the generic Crytek demo shown earlier this year, but that's a bit vague on what it actually does. It may just be hype and unsuitable for practical applications.[/quote]
I don't think I saw that CryTek demo, got a link?
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