NVIDIA has released a new update for Quake II RTX, version 1.7.0. The newest update adds a couple of improvements and fixes several issues. Quake II RTX has been NVIDIA's popular tech-demo playground to show off RTX capabilities, and while the latest update is not a major one, it does include some important fixes.
According to the short highlights, the newest update adds a player flashlight, fixes multiple compatibility and stability issues, fixes some texturing issue, reduces visual noise and flicker in some conditions, as well as tunes some visual effects like full-screen blend and particles.
DOWNLOAD: Quake II RTX v1.7.0
Quake II RTX 1.7.0 release notes:
Fixed Issues:
Misc Improvements:
Contributions by GitHub user @res2k:
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According to the short highlights, the newest update adds a player flashlight, fixes multiple compatibility and stability issues, fixes some texturing issue, reduces visual noise and flicker in some conditions, as well as tunes some visual effects like full-screen blend and particles.
DOWNLOAD: Quake II RTX v1.7.0
Quake II RTX 1.7.0 release notes:
Fixed Issues:
- Fixed a crash in the game logic when a monster interacts with a door in notarget mode (#92)
- Fixed a crash when the map file doesn't have a VIS hunk (#223)
- Fixed some Vulkan validation layer issues (#229, #246, more)
- Fixed texture alignment issues on some doors (#211)
- Fixed the flare gun still using ammo with dmflags including 8192 (DF_INFINITE_AMMO) (https://github.com/NVIDIA/Q2RTX/issues/)191)
- Fixed Vulkan queue initialization on platforms that don't support split queues (#248)
- Switched the OpenAL dependency with a statically linked library (#224)
Misc Improvements:
- Added support for building on PowerPC 64 LE CPU architecture (#260)
- Adjusted the automatic UI scaling to avoid making the UI too big
- Improved precision of target frame rate adjustment (#242)
- Tuned the full-screen blend effects to be less intensive
- Updated the Loading plaque texture (#265)
Contributions by GitHub user @res2k:
- Added a warning when screen-space image memory usage is very high (#179)
- Added control over fallback radiance of emissive materials (#210)
- Added menu controls for the full screen blend effects (#216)
- Added support for spotlights with an emission profile and a player flashlight (#203, #214)
- Fixed a crash when some textures are missing (#263)
- Fixed an overflow condition when pt_bsp_sky_lights is more than 1 (#262)
- Fixed animated textures on BSP models (#187)
- Fixed crashes when renderer initialization fails (#199)
- Fixed FSR image scaling in some cases (#232)
- Fixed incorrect scaling of textures without a custom material definition (#235)
- Fixed mode setting on Linux in GitGub CI builds (#268)
- Fixed save game compatibility with Q2RTX 1.5.0 (#193)
- Fixed some issues with lighting in custom maps (#189)
- Fixed texture data size computation for R16_UNORM textures (#236)
- Fixed the HDR screenshot feature (#190)
- Fixed the look of smoke effects (#195)
- Fixed the range of animated light intensities (#200)
- Fixed the replacement textures when multiple materials are used with the same base texture (#222)
- Improved light list handling to fix excessive flicker and noise (#234)
- Improved material system robustness for games with custom textures (#201)
- Improved polygonal light sampling to reduce noise and darkening (#266)
- Improved Wayland support (#261, #221)
- Integrated several fixes from Q2PRO (#196)
- Replaced the single sky_clusters.txt file with per-map files (#219)
- Tweaked particles to have more nuanced colors (#197)
- Updated SDL2 to 2.26.1 (#252)
View at TechPowerUp Main Site | Source