09-15-2021, 09:26 AM
To be clear from the start: I'm obviously not suggesting this as some new default feature, the technology is nonviable to most players for at least another potential decade. I'm thinking of it solely as an experiment that would be really cool to make... most likely as a fork of the engine, though a hidden feature in the default code would be neat if it weren't too hard to maintain. It also wouldn't be recommended for any competitive online gameplay for obvious reasons. The idea is inspired by videos popping up of fans editing the engines of their favorite old titles to implement realtime raytracing, from Quake 2 to Serious Sam.
We have an open source engine, good code and assets to use it with, a development team of cool geeks who understand... don't see why we shouldn't consider seeing how Xonotic with raytracing would look like! And of course other games that use Darkplaces, as this would also make Quake RTX a possibility with anything else using the engine.
The obvious hurdle would be code and driver support, making sure this works on both Nvidia / AMD / Intel and under both Windows / Linux / IOS. We'll surely need Vulkan for this, though to my knowledge Vulkan has the basics for shooting light rays builtin and ready to use? As far as textures go we don't have PBR materials and prolly no one willing to redo all the images and shaders, though we should be able to get away with interpreting the current texture setup intelligently and not even having to recompile any existing maps: Standard texture remains albedo, normal / bump map unchanged, gloss texture as roughness (inverted), reflect texture as metallicity (may be unnecessary for now), glow texture as emission. Light source entities and lightmaps would be ignored by this renderer, the glow textures of lamps / neons in the map now responsible for casting light alongside the sky cubemap where one is available... maps will obviously be much darker but like I said this would be a gorgeous experiment not some official graphical upgrade we can expect to be always playable and look the same as the ridiculously ancient lighting system we presently use.
We have an open source engine, good code and assets to use it with, a development team of cool geeks who understand... don't see why we shouldn't consider seeing how Xonotic with raytracing would look like! And of course other games that use Darkplaces, as this would also make Quake RTX a possibility with anything else using the engine.
The obvious hurdle would be code and driver support, making sure this works on both Nvidia / AMD / Intel and under both Windows / Linux / IOS. We'll surely need Vulkan for this, though to my knowledge Vulkan has the basics for shooting light rays builtin and ready to use? As far as textures go we don't have PBR materials and prolly no one willing to redo all the images and shaders, though we should be able to get away with interpreting the current texture setup intelligently and not even having to recompile any existing maps: Standard texture remains albedo, normal / bump map unchanged, gloss texture as roughness (inverted), reflect texture as metallicity (may be unnecessary for now), glow texture as emission. Light source entities and lightmaps would be ignored by this renderer, the glow textures of lamps / neons in the map now responsible for casting light alongside the sky cubemap where one is available... maps will obviously be much darker but like I said this would be a gorgeous experiment not some official graphical upgrade we can expect to be always playable and look the same as the ridiculously ancient lighting system we presently use.