Quake 2 RTX Patch 1.6.0 released, adds AMD FSR support, fixes numerous bugs

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Lightspeed Studios has launched a model new replace for Quake 2 RTX. According to the discharge notes, Patch 1.6.0 fixes a crash, numerous bugs/glitches, and adds assist for AMD FSR.

Ironically sufficient, the sport shouldn’t be supporting NVIDIA’s DLSS, and there are presently no plans so as to add assist for it. This is as ironic as it could get, particularly since NVIDIA has labored with Lightspeed Studios to be able to create this particular model of Quake 2.

As at all times, Steam will obtain this replace the following time you launch its consumer. Below you may also discover its full changelog.

Quake 2 RTX Patch 1.6.0 Release Notes

Breaking Changes:
  • Re-designed the fabric definition system for flexibility and modding.
  • Removed assist for the VK_NV_ray_tracing Vulkan extension, which is outmoded by
  • VK_KHR_ray_tracing_pipeline and VK_KHR_ray_query that had been added earlier.
New Features:
  • Added a setting to allow nearest filtering on world textures, pt_nearest.
  • Added a setting to allow the usage of texture and mannequin overrides within the GL renderer, gl_use_hd_assets 
  • Also added assist for changing sky surfaces into lights primarily based on their flags, see pt_bsp_sky_lights.
  • Added assist for IQM fashions and skeletal animation for the RTX renderer.
  • Added assist for making any fashions translucent, and cl_gunalpha particularly.
  • Also added assist for masked supplies
  • Added assist for polygonal gentle extraction from MD2/MD3/IQM fashions.
  • Added assist for easy normals on the world mesh by means of a BSPX extension.
  • Also added assist for unlit fog volumes. See the remark in fog.c for extra info.
  • Enabled recreation builds for ARM64 processors.
  • Extended the “shader balls” function to assist arbitrary check fashions with animation.
Fixed Issues:
  • Fixed a crash that occurred when loading a map with non-emissive lava materials.
  • Also mounted loading of multi-skin MD3 fashions.
  • Also mounted lengthy texture animation sequences.
  • Fixed some bugs within the mannequin validation code 
  • Fixed some self-shadowing artifacts by growing the shadow and bounce ray offsets.
  • Also mounted some unlit or partially lit triangles by enhancing the BSP cluster detection logic.
  • Fixed the MZ_IONRIPPER sound 
  • Fixed the rcon_password variable flags to forestall the password from being saved 
  • Also mounted the background blur habits when the menu is opened on a system with over 24 days of uptime.
  • Fixed the boundaries in non-uniform management circulation within the tone mapping shader
  • Fixed the buffer flags on the acceleration construction scratch buffer
  • Also mounted the crash that generally occurred when coming into The Reactor map
  • Fixed the disappearing gentle surfaces on some polygons with almost-collinear edges.
  • Fixed the lighting on the primary particular person weapon when it’s left-handed.
  • Also mounted the lacking body 0 in repeated entity texture animations.
  • Fixed the pipeline format mismatch in asvgf.c 
  • Fixed the rendering of the planet’s ambiance within the house surroundings.
  • Also mounted the sampled lighting estimator math, improved specular MIS.
Misc Improvements:
  • Allowed altering the VSync setting with out reloading the renderer.
  • Extended the supported gentle type vary to 200% to repair over-bright lighting.
  • Implemented anisotropic texture sampling for objects seen in reflections and refractions utilizing ray cones.
  • Improved CPU efficiency by not re-allocating the TLAS on each body.
  • Also improved the dealing with of clear results within the acceleration constructions.
  • Removed the pretend ambient that was added when world illumination is ready to “off”.
  • Removed the initialization of the async compute queue, which was unused. This improves rendering efficiency and fixes some compatibility points with AMD drivers.
  • Also eliminated the MAX_SWAPCHAIN_IMAGES restrict for XWayland
  • Replaced the implementation of mannequin knowledge dealing with on the GPU to enhance scalability 
  • Replaced the fabric BRDF with a extra bodily right one and eliminated the non-linear albedo correction perform.
  • Also changed the traditional map normalization on load with a compute shader to hurry up engine startup and map loading.
Contributions by GitHub consumer @res2k:
  • Added auto-complete for the ray_tracing_api console variable 
  • Added assist for AMD FidelityFX Super Resolution 
  • Also added assist for HDR displays 
  • Added assist for synthesizing emissive textures and fixing lighting in customized maps 
  • Allowed saving and loading video games in growth packs
  • Fixed a crash because of invalid clusters on some world geometry 
  • Fixed the debugging options of the bloom go 
  • Also mounted the lighting from gentle surfaces with animated textures 
  • Implemented full-screen mix results (equivalent to on merchandise pickup) within the RTX renderer
  • Improved assist for outdated mods and enabled x86 builds of the devoted server 
  • Improved the habits of Dynamic Resolution Scaling on map modifications
  • Also improved the FPS counter habits when r_maxfps is ready 
  • Improved the tone mapper 
  • Replaced the rendering of laser beams as billboards with volumetric primitives 
Contributions by GitHub consumer @Paril:
  • Added settings for texture filtering within the UI 
  • Added assist for maps in QBSP format 
  • Merged over 350 commits from Q2PRO 
  • Moved the safety digital camera definitions to per-map information for modding

https://www.dsogaming.com/patches/quake-2-rtx-patch-1-6-0-released-adds-amd-fsr-support-fixes-numerous-bugs/

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