Quake 3 RTX (Ray traced) Test07

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  • Опубліковано 27 вер 2024

КОМЕНТАРІ • 53

  • @hosam7609
    @hosam7609 3 роки тому +10

    I still love and play this game to this day, hope you manage to complete this project :)

  • @asdfjklo234
    @asdfjklo234 4 роки тому +3

    Nice stuff! As your comments are often highly technical and succinct, it's hard to follow for me what exactly you have done and how, but other than that it's very intriguing seeing Q3A getting the raytracing treatment. Keep it up!

  • @redtail77
    @redtail77 4 роки тому +3

    Nice progress. It's interesting to see the guts of these renderers in this fashion, especially where it concerns a game that I'm so very familiar with. I can't wait to see the results once the diffuse texture data is incorporated. Keep it up!

  • @sergiomengual
    @sergiomengual 4 роки тому +2

    This is looking more beautyfull on every update.

  • @elden2814
    @elden2814 4 роки тому +5

    Looking forward to seeing raytracing with diffuse textures avaliable.

  • @Deliaszek
    @Deliaszek 3 роки тому +3

    Hi Michael,
    How are you? Are you still working on the project or just busy with day to day job?
    All the best

  • @Elios0000
    @Elios0000 4 роки тому +1

    this looks great so far keep up the great work !

  • @encryption767
    @encryption767 3 роки тому +1

    Don't understand why my previous comments are not showing. Maybe its the links to my github project. Anyways, good work here. I have enjoyed your videos on q3a.

    • @myounglcd
      @myounglcd  3 роки тому +1

      Strange I got notifications about those messages, but I can't see them 🤷‍♂️
      Thanks I will take a look

    • @encryption767
      @encryption767 3 роки тому +2

      @@myounglcd Yeah, idk lol. I mentioned in those messages where I had taken the renderers from Quake III Kenney edition and split them up in to their own libraries and refactoring them to work with ioQuake3's open renderer dll system. I forked ioquake3 and made a new branch for it on github but I guess youtube doesn't want me to link it.

    • @myounglcd
      @myounglcd  3 роки тому

      @@encryption767 Cool Mate

  • @2DarkHorizon
    @2DarkHorizon 3 роки тому +1

    Great work

  • @uioup7453
    @uioup7453 3 роки тому +1

    I'm not an expert or anything, but why do you not have hard shadows/edges on buildings and etc?

  • @dr.noodles4868
    @dr.noodles4868 4 роки тому

    It's looking great! Looking forward to seeing what's next

  • @Wobbothe3rd
    @Wobbothe3rd 4 роки тому

    Fun to watch your progress! Great work!!!

  • @sergiomengual
    @sergiomengual 4 роки тому +1

    You are planning to next work on turning lights textures into emissive textures and addind raytraced reflections like in Quake 2 RTX?

    • @myounglcd
      @myounglcd  4 роки тому +1

      Maybe. I have had a lot of "shower thoughts" about getting ALL the lights back in. I would Like to not have to change the art assets in any way, to try and keep compatibility with mods and 3rd party levels.
      Starting to really notice the lack of all the "fill" & dymanic lights, I really want to get them in there.

  • @wotblitzguide147
    @wotblitzguide147 2 роки тому +2

    Great video and thanks for sharing it. Thanks for creating ray tracing mod for quake III. You are awesome.

  • @StANTo
    @StANTo 3 роки тому +1

    Sweet

  • @nerdiloo9863
    @nerdiloo9863 3 роки тому

    Awesome and interesting..

  • @faisalwho
    @faisalwho Рік тому

    Is this screen space? Do you have access to the entire map as your BVH or is the BVH built off of the BSP?
    Also, are you triangulating the Bézier curves for your calculations?

    • @Wobbothe3rd
      @Wobbothe3rd Рік тому

      Not screen space, he explains the BVH in the series.

  • @gurratell7326
    @gurratell7326 3 роки тому

    Ooh cool stuff! Didn't know that anyone had done any serious attempts at making raytraced Q3, but here it is! Got any updates soon? :)

  • @LinchpiN777
    @LinchpiN777 3 роки тому

    Hi Michael. I was wondering if you are planning to come back to this project sometime it was making great progress. One thing I wondered are you considering adding a light cast from the skybox? since I see the lighting falling to complete black in the shadow areas that don't get enough bounce light there, like your skylight is a directional light. I mean having a dome light kind of spherical direct illumination from the skybox, maybe it's quite expensive to do with ray tracing, but other alternatives could be a coloured ambient occlusion or simplified spherical harmonics. Maybe you have this planned for future already, but I think it would look great. With the strange colours of the quake3 skyboxes this might cause the colours to go way off base once orange illumination is coming from the skybox , in that caae it might be cool to use desaturated versions of the skybox or pale blue replacements and see how that looks instead. Anyway great work keep it up

    • @myounglcd
      @myounglcd  Рік тому +2

      Hi. Sorry I some how missed this question. Due to my current employment contract I am unable to work on it at this stage. But yes I'm sure there is something cool you could get from the sky box. But I did notice in Quake2-RTX they switched out the sky boxes. Guessing its because of what you suggested, they didn't want the whole level turning orange. I did try and get all the other lights that are in the level working. But those are baked into the lightmaps and are not available at runtime :(
      The code is on GitHub if anyone wanted to take over the project.

  • @PROSTO4Tabal
    @PROSTO4Tabal 3 роки тому

    How is your computer, completed? Will you continue work on this project ?

    • @myounglcd
      @myounglcd  3 роки тому +1

      Computer is all good thanks.
      Yes I have been doing some work on it.
      But my new job has a lot of restrictions when it comes to posting game related content publicly.

  • @attractivegd9531
    @attractivegd9531 4 роки тому

    Looks very good.

  • @federicopiasenza7904
    @federicopiasenza7904 4 місяці тому

    are you still working on this?

    • @myounglcd
      @myounglcd  4 місяці тому +1

      Kinda. Any work I do I have to get cleared with my employer due to my contract.
      But I do have a small update in the works.
      It would add all the emissive surfaces

  • @hztn
    @hztn 4 роки тому

    Render a demo of L1nkin POV on that q3dm7 map with RTX, pls!

  • @TheMuffinMan86
    @TheMuffinMan86 4 роки тому

    He's given up on the project :(

    • @myounglcd
      @myounglcd  4 роки тому +1

      No. I have moved from the USA back to Australia.
      My PC is on a ship in the middle of the Pacific Ocean somewhere 😜

    • @myounglcd
      @myounglcd  4 роки тому

      Also check out Justin Marshall's work: ua-cam.com/channels/8mL42oxU0XubYD9yOYWTFQ.html

  • @lafindutemps7206
    @lafindutemps7206 4 роки тому +1

    i don't understand most of what you're saying cause I'll never be able to reach such a technical knowledge. But damn thats beautiful, I can't wait to see your progress !
    Also I have a question at 00:34 we can notice that the edges of the shadows are more homogenes (and dark) than the closest shadows to the wall, do you have an explanation to this phenomenon ?

    • @myounglcd
      @myounglcd  4 роки тому +1

      Thanks.
      Good question: It's coming from the second bounce off the wall. You can see it get added here ua-cam.com/video/9txGxsJXDCw/v-deo.html
      I should point out that my lighting model is not even close to "Physically plausible shading". Without swapping out all the materials it would be difficult to have "realistic" lighting.

  • @flamingtp4947
    @flamingtp4947 3 роки тому +1

    I wanted Quake 3 RTX but they gave me 2. I'll be watching this closely.

  • @M3atY
    @M3atY 3 роки тому

    hey bud. its been more than a year now. any progress on this?

  • @apfelstrudlOfOA
    @apfelstrudlOfOA 3 роки тому +2

    Watched the entire series, really interesting and great fricking work my man! Keep it up!

    • @myounglcd
      @myounglcd  3 роки тому +1

      Just out if interest: what order did you watch them in ?

  • @AndrewGregoryAxeman
    @AndrewGregoryAxeman 4 роки тому +1

    Great work. Am trying to test it after compiling from Github. Will this work with a GTX 1660 ? I can run Quake 2 RTX ok. Getting a 'Failed to initialize DxCDllSupport!' error when starting with the +set r_renderAPI 2 switch. Thanks.

    • @redtail77
      @redtail77 4 роки тому

      It wont work because the GTX 1660 doesn't support DXR, which this project is using.
      The reason you can run Q2 RTX is because that's written using the Vulkan API with NV extensions and Nvidia wrote it to allow some GTX cards to be used.

  • @tryme25
    @tryme25 2 роки тому

    Any update?

  • @Diazepamo
    @Diazepamo Рік тому

    Hello Michael, just wanted to ask if you still work on this project? I really like it, got so many good memories of Q3A!

    • @myounglcd
      @myounglcd  Рік тому

      Not at this stage. Due to my current employment contract I am unable to work on it. But all the code is up on GitHub if someone else wants to take it over.

  • @PROSTO4Tabal
    @PROSTO4Tabal 3 роки тому +1

    I just found this channel and I am very impressed. your work on Q3RTX looks very promissing, I will subscribe and follow this project, I wish you finish this project on level you will be fully satisfied. We all saw Q2RTX finally polished and we know what to expect from such technology. The only one worry I have, actually what can be done on RTX gpu performance compared to original. Many people complain that RTX heavily uses GPU and take away a lot of frames per second in order to render all. Another point is sound, RTX technology can be used for sound positioning as well, example: Real-time GPU Geometric Acoustics Demo with Quake 3 Arena (youtube). Will your version include RTX sound as well or will be compatible some way. Hope thats be not a giant conflict between them two. Thanks for your great work

    • @myounglcd
      @myounglcd  3 роки тому

      Thanks for the kind words.
      The project has stalled due to all my computer gear STILL not having arrived in Australia from the USA ☹️
      This project was always ment as a learning exercise for me. It's cool if other people enjoy it. But I don't see it ever getting to the level of Q2RTX. (Not without other people jumping on)
      There is still a bunch of stuff I want to try out. But I was not planning on doing anything with sound.
      I do find it funny when people complain about real time ray tracing taking longer to render then rasterized graphics with mostly static lighting 😜

    • @PROSTO4Tabal
      @PROSTO4Tabal 3 роки тому

      @@myounglcd Many great community projects have been finished. All is needed to put project on open thread for other people interesting in Quake 3 RTX, and game itself has quiet a huge popularity since 1999. Quake3 has lots of different forums online, modding communities, mapping as well as pro gamers. I don't know if Q2RTX code is open source or not, but IdTech 2 and 3 has similarities. I wish you'll get your computer gear soon and looking forward to see updates. Thanks

  • @PROSTO4Tabal
    @PROSTO4Tabal 3 роки тому

    Did you recieved your computer parts ?

    • @myounglcd
      @myounglcd  3 роки тому

      Yes thanks. I have been posting code to github, but but I can't post video until my new job "clears" it

  • @TheMuffinMan86
    @TheMuffinMan86 4 роки тому

    More good work, well done!