The other great thing about this was not only did I become a dominant force on this map, my opponent didn’t know I was secretly training like this for a full month. Now you might think I’m crazy for doing this, abandoning the other two competitive maps completely for one month, but in reality, I knew something had to be done to take this away from my opponent so he would have to make an adjustment. So I decided to dedicate a whole month to that one map. ![]() For example, one of my biggest rivalries was extremely dominant at one specific map. RayTracingPipelineTraceRaysIndirect = falseWhen you were a pro gamer, how did you train to improve your skills and how often?īesides the standard training methods I put in place for myself, I would sometimes focus on what my top competition was best at, and figure ways to take that away from him. ![]() RayTracingPipelineShaderGroupHandleCaptureReplayMixed = false RayTracingPipelineShaderGroupHandleCaptureReplay = false ![]() Not that the vulkaninfo output shows lot of raytracing related extensions: VkPhysicalDeviceRayTracingPipelineFeaturesKHR: There's just few big triangles and some garbage. I get 10 FPS and graphics are very buggy. Next I added RADV_PERFTEST=rt %command% to the games launch options. First of all, I updated Mesa to 21.3.4 (raytracing support is relatively new, so better to have up to date Mesa, not sure if I should update kernel too). I have an AMD Radeon 6900XT and this works: $ vulkaninfo The first 3 levels are free but to play the rest with it you also need to buy the original Quake II. Quake II RTX is turning into quite the playground of graphics tech. That's not even getting to community contributions like the aforementioned AMD FSR, saving and loading games in expansion packs, better support for old mods and enabled x86 builds of the dedicated server, improved behavior of Dynamic Resolution Scaling on map changes and so on.Īll sounds pretty great. You can also now change VSync without reloading the renderer, they extended the supported light style range to 200% to fix over-bright lighting, improved CPU performance, added anisotropic texture sampling for objects seen in reflections and refractions using ray cones, improved the handling of transparent effects in the acceleration structures and the list goes on. Bigger additions came with support for nearest filtering on world textures, making any models translucent, polygonal light extraction from MD2/MD3/IQM models, smooth normals on the world mesh through a BSPX extension, support for unlit fog volumes and more new features. Some of the other improvements include a removal of the NVIDIA Vulkan Ray Tracing extension, since it has been replaced by the vendor neutral extension now. With the release of Quake II RTX 1.6.0 it didn't just bring AMD FidelityFX Super Resolution (FSR) but upgraded many parts of the game with new features too. ![]() Still quite surprising though but goes to show how people just want to make gaming better, regardless of hardware vendor politics. Quake II RTX from Lightspeed Studios and NVIDIA just recently gained another big upgrade, this time with some AMD tech thanks to community-provided code.
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