![]() ![]() All potential that somehow can be felt in SP explosively unravels when you enter MP and are swept away. Verbal fluff aside - Quake rocks! It's a good to great SP game but what really makes it "tic" is the multiplayer aspect. id's design, gfx and sound team, despite low numbers and overlap, worked up some immensely impressive output that helped Quake position itself in the more surreal part of darker games. And be it by just glancing over the code or seeing Quake run one just had to emit a sigh of wonder.īut what would be the most elaborate technicality without highly competent craftsmanship being able to transfer the competence of the inner workings. None else than the 90ies "dream team" of computer graphics, John Carmack and Michael Abrash, rolled up the sleeves and put all of their expertise, into this colossus of, now legacy, 3D game technology. While Doom had as its core technical novum(from an implementation perspective) a few assembly procedures plus mainly C code rubbing itself somewhat close to the 486s strengths, Quake made far more serious effort to designate the emerging 586 as its ultimate platform. This NeXT iteration of awe did not only excel at the conceptual technical level but also in the way it was implemented on "contemporary machinery" - the Pentium. In early 1996, when id software was still king of the hill, most of the PC Scene was seething with anticipation of what "the next big thing" would be. Only a few select offerings by gifted individuals can lastingly influence whole genres, or even create new ones, and Quake, alongside Doom, was perfectly matching multiple tough criteria in their relevant "eon" - render-ing them timeless classics. Licensed under the terms of the GPLv2.Quake represented a paradigm shifter in multiple aspects. Q2Pro : Copyright © 2003-2011 Andrey Nazarov. Q2XP Mod Pack : Used with permission from Arthur Galaktionov. ![]() Roughness and specular channels were adjusted in texture maps to work with the Quake II RTX engine. Subject to Creative Commons license version 1.0. Copyright © 2019 D Scott Boyce All Rights Reserved. Quake2MaX "A Modscape Production" : Textures from Quake2Max used in Quake2XP. Q2VKPT : Copyright © 2018 Christoph Schied. Quake II : Copyright (C) 1997-2001 Id Software, Inc. Such licenses and notices are provided for informational purposes only. This product is based on or incorporates materials from the sources listed below (third party IP). Bethesda, Bethesda Softworks, ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. QUAKE, id, id Software, id Tech and related logos are registered trademarks or trademarks of id Software LLC in the U.S. © 1997 id Software LLC, a ZeniMax Media company. To read the extensive list of changes in v1.2, click here, and to see more screenshot comparisons demonstrating v1.2’s improvements, scroll down. If you don’t own a copy of the game, you can still try the first three levels for free - to get access to everything, buy a copy from Steam, GOG or. And if you’re interested in modding Quake II RTX, check out our new modding guide. If you have a standalone Windows or Linux copy, download the update here. If you have Quake II RTX on Steam, the v1.2 update will be automatically installed. Thick Glass Refraction: experimental option that renders more physically accurate representations of thick glass, with internal reflection and refraction. ![]() Security Cameras: enable security camera monitors to display real-time gameplay, as shown earlier. ![]() Temporal Anti-Aliasing Toggle: enable or disable our post-process anti-aliasing.Reflection and Refraction Depth: configure the number of allowed reflection or refraction bounces, which most prominently affects the recursive reflections demonstrated earlier.If your frame rate is faster than 60 FPS at 100%, it will not increase the scale further, so if you see you have a ton of extra performance, increase the “Maximum Scale” Now, there are options to enable dynamic resolution scaling - when dynamic scaling is activated, the game will try to keep the target frame rate by adjusting the scale between minimum and maximum.īy default, the option will try to keep your gameplay at 60 FPS by scaling between 50% and 100% resolution scaling. Resolution Scaling Options: previously, you could decrease the internal rendering resolution to improve performance, or crank up the resolution to increase image quality.Tinted glass now affects light passing through it, and together with the aforementioned improvements, this scene’s fidelity is greatly improvedĪnd finally, we’ve introduced several new graphics options and toggles: ![]()
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