![]() It works by first letting the scene be drawn normally, which of course fills the z-buffer with the depth of each pixel. In the case of Quake II AbSIRD inserting the SIRDS code into the software rendering engine was extremely easy. Suffice to say, the software only algorithum merely requires a height map and a texture to render the SIRDS onto. See the source code to see what I mean.įor a discussion on how the actual SIRDS algorithum can be applied in real-time, check out my general SIRDS page which includes an essay on the algorithum. Remember that Quake II was not designed for this type of visualization at all, and yet it still plays pretty well, I believe is a sign that if a game were actually designed for this, it would be simply amazing. Also I think now that everyone can see that it is not only possible, but a lot fun, and not difficult to impliment, we will start seeing this in more games. Secondly, I have wanted to play a 3D game in SIRDS for a LONG time, and this lets me do just that without having to design a full game by myself. This means that you can play Quake II just as you normally would (single player, network play, most mods, etc) except all the 3d objects and characters will jump out at you with the full 3D power of SIRDS.įirst of all, Quake II is a great game, and a shining example of purity in design. Quake II AbSIRD is a modification of the standard Quake II rendering engine so that it can create SIRDS instead of normal 3D environments. On this page: Screen Shots, General Info, Install, Downloads, View the Source Code, QuIRD, FAQīe sure to check out my general AbSIRD page dedicating to putting SIRDS into new and interesting places such as the Pocket PC, Tablet PC, and even using pixel shaders. Quake II AbSIRD is a modification of the Quake II graphics engine to produce SIRDS instead of standard 3D images.įeatured on the front page of, PlanetQuake, and SlashDot Games ![]() Licensed under the terms of the GPLv2.You finally saw the yacht in the seemingly random bunch of dots! You can see the dinosaurs and dolphins in the Magic-Eye books! Now use your skills to free yourself from your evil extra-dimensional zombie oppressors! Welcome to Quake II as it was never meant to be. 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. For news on more graphically-advanced, ray-traced games, demos and experiences, stay tuned to. We hope you enjoy our first foray into remastering classic games with today’s cutting-edge visual effects. ![]() And if you want to get a GeForce RTX GPU so you can experience Quake II RTX and upcoming ray-traced games at fast framerates, head here. If you want to learn more about the tech and advanced features of Quake II RTX, read our Advanced Users Guide. If you need help, check out our User Guide and head to our forum. ![]()
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