To workaround, either launch the game in windowed mode directly or disable G-SYNC. : Performance drop occurs when using G-SYNC and switching from full-screen mode to windowed mode using the in-game settings.: Some Pascal-based notebooks w/ high refresh rate displays may randomly drop to 60Hz during gameplay.: Video playback stutters while scrolling down the YouTube page.: GPU power consumption may increase in idle mode on systems using certain higher refresh-rate G-SYNC monitors.: With HDR enabled, black levels are incorrect.: Stuttering and lagging occur upon launching a game. ![]() ![]() : Mining software does not recognize the NVIDIA GPU.NVIDIA also released its GeForce Game Ready 460.89 WHQL driver today, which enables support for Quake II RTX 1.4.0. You can grab the package from Steam, or download the installer (with support for the full game files) from Nvidia.“It’s tough to be too down on AMD’s GPUs at the moment when it comes to ray tracing, however, because as I said at the beginning, it’s just getting started,” PC Gamer optimistically noted. Alternatively, those who own Quake II can point the app to the existing game data files and play the whole game in ray-traced glory. Quake II RTX includes the shareware demo of Quake II along with the engine itself, so you can try it out for absolutely nothing but a few minutes of your time. If you’re still dubious on the whole deal, don’t just take my word for it. I don’t know about older hardware, or AMD hardware, but try it out and let us know what happens. Just be advised that you may need to crank the resolution scale option down a couple-or-three notches to get a playable frame rate. While Nvidia is coy about saying so-the Steam store page lists a GeForce RTX 2060 as the minimum requirement-you can actually run Quake II RTX on Pascal-based GeForces as well. That’s right: you don’t have to pay out the nose for a GeForce RTX graphics card to try Quake II RTX. I was conceptually optimistic about real-time ray-tracing before (being a long-time fan of real-time path-tracing engines like Brigade), but after finally getting to try it out on my GeForce GTX 1080 Ti card, I have to say it’s everything I hoped for. Much like high degrees of anti-aliasing, the effect is so much more pronounced when you can match the difference your eyes are seeing with the motions you make on the mouse. Real-time ray-tracing isn’t something you can really show off in a screenshot. Quake II also hasn’t enjoyed the massive source-port love that its predecessor has, so this release is welcome for fans of the title. While all three are open-source now, the original Quake is a bit too simplistic, and as a multi-player game, Quake III Arena doesn’t lend itself to languid appreciation of your environs. ![]() The choice makes sense from a few angles. ![]() There is some irony in Nvidia delving to the depths of PC gaming’s history and dragging out a dinosaur like Quake II explicitly to use as a showcase for the latest rendering technology. With an engine upgrade and a texture pack, Quake II RTX legitimately looks like an all-new game at times. Pure ray-tracing is too demanding for modern games, but a title like Quake II makes a perfect showcase for RTX given its low polycounts and simple world geometry. Nvidia-or at least Jensen Huang, anyway-seems to think that the time is ripe to take the first steps away from classical rasterization and toward a ray-traced future. In case you somehow don’t know, RTX refers to Nvidia’s real-time ray-tracing technology. That was his segue into the announcement of Quake II RTX, which is now available. Nvidia’s CEO even admitted that his company may not have even existed were it not for Quake. Back in the day, many of us convinced our friends and family that it was a good idea to spend several hundred dollars on a 3D accelerator card by demonstrating GLQuake running at nearly 60 FPS in gorgeous 640×480 resolution.
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