Will definitely do a video on this, by november I have more free time, which luckily correlates with some interesting releases/updates (2077 rtx overdrive mode, darktide, portal and nvidia racer RTX) Hope my 3080 can keep up
@@RayTracingRevolution Yeah, I wonder if you just had enough light bounces it could add enough information in dark areas to fix that. I don't know how RT Quake works but I love how Metro Enhanced Edition looks with its 'infinite' accumulation of bounced lighting. Single or few bounces can crush information in dark areas and sometimes look worse than a flat raster render, but to me nothing looks better than well lit "infinite" bounce RT. I love the shot at 2:34 where sky is bright enough to give some brightness to every part of the scene
ray tracing always makes games look oversaturated and makes surfaces too reflective and put exaggerated bloom effect on every light source, looks unrealistic, i prefer my games without rtx.
Not all games and apparently if you introduce RT to a nonRT game it will look odd and the reason is because the textures weren't designed for the RT Take Cyberpunk for example yeah sure some scenes look odd but most of it looks natural cause it was designed with RT in mind.
Those things are up to the developers, artists, and technical issues. They're not inherent RT problems. In fact, RT can make everything *more* realistic. Also, I think it looks good here. I've heard other comments from people like you and don't understand what's supposed to look bad here.
@@puddingtopf looks "good" but does not look realistic or natural, looks too shiny and saturated, real life does not look like that. It's killing the mood of Quake as well. rtx does not have artistic direction, everything looks the same with rtx slapped on.
@@boi9842 It doesn't look realistic or natural because it's Quake from 1996... Have you seen modern games with RT, e.g. Metro Exodus Enhanced or Cyberpunk 2077? It looks great. And it definitely has artistic direction because the result depends on the way the developers use their tools. I don't think you really understand how this stuff works.
@@puddingtopf rtx just looks horrible in old games, in modern games the difference is unnoticeable except for reflections, but reflections does not matter anyway, rtx cut half of your frames as well, just pointless tech, not worth my money.
Best Channel on YT this stuff is so addicting love it.
when we would play Quake 1 on CRT in the 90's, it looked like this, with the OpenGL versions.
cool :0 cant wait for portal rtx
Will definitely do a video on this, by november I have more free time, which luckily correlates with some interesting releases/updates (2077 rtx overdrive mode, darktide, portal and nvidia racer RTX)
Hope my 3080 can keep up
@@RayTracingRevolution ayy i got a 3080 too, cant run cyberpunk at 4k cause i run out of vram :/ even when using dlss
@@RayTracingRevolution Hope you can get your hands on a 4090 mate, would love to see your Cyberpunk RT Overdrive showcase!
@@HeloisGevit I'll definitely do a video on it, and if it has to be DLSS performance mode :p
The music alone got a thumb up from me in fife seconds. :)
Rtx should have been in the remaster.
So what is the difference with ray and path tracing? Path tracing is just infinite light bounces?
Path tracing is more accurate
And works differently
The light staying for too long is a bug
Too much bloom. I just played and for me original palette looks much better.
light on, light off. wait, isn't Quake dark medival fpp ?
There's a LOT of customization if you want a darker look.
This is neat but it does not match very well with the original art imo.
True, but this path tracing implementation doesn't handle very dark areas well, similair to Quake 2 RTX in that regard. It gets very noisy.
@@RayTracingRevolution Yeah, I wonder if you just had enough light bounces it could add enough information in dark areas to fix that. I don't know how RT Quake works but I love how Metro Enhanced Edition looks with its 'infinite' accumulation of bounced lighting. Single or few bounces can crush information in dark areas and sometimes look worse than a flat raster render, but to me nothing looks better than well lit "infinite" bounce RT.
I love the shot at 2:34 where sky is bright enough to give some brightness to every part of the scene
@@schumachersbatman5094 more light bounces would make it worse
It needs More SAMPLES PER PIXEL
my thoughts, it looks cool, but totally destroys the game atmosphere sometimes, like the bridge part in e1m1
ray tracing always makes games look oversaturated and makes surfaces too reflective and put exaggerated bloom effect on every light source, looks unrealistic, i prefer my games without rtx.
Not all games and apparently if you introduce RT to a nonRT game it will look odd and the reason is because the textures weren't designed for the RT
Take Cyberpunk for example yeah sure some scenes look odd but most of it looks natural cause it was designed with RT in mind.
Those things are up to the developers, artists, and technical issues. They're not inherent RT problems. In fact, RT can make everything *more* realistic.
Also, I think it looks good here. I've heard other comments from people like you and don't understand what's supposed to look bad here.
@@puddingtopf looks "good" but does not look realistic or natural, looks too shiny and saturated, real life does not look like that. It's killing the mood of Quake as well. rtx does not have artistic direction, everything looks the same with rtx slapped on.
@@boi9842 It doesn't look realistic or natural because it's Quake from 1996... Have you seen modern games with RT, e.g. Metro Exodus Enhanced or Cyberpunk 2077? It looks great. And it definitely has artistic direction because the result depends on the way the developers use their tools. I don't think you really understand how this stuff works.
@@puddingtopf rtx just looks horrible in old games, in modern games the difference is unnoticeable except for reflections, but reflections does not matter anyway, rtx cut half of your frames as well, just pointless tech, not worth my money.