Software > Applications and Porting

[GAMES] Quake II RTX!

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Hasturtium:
I can't believe I'm typing this, but - with some caveats - Quake II RTX compiles and runs under Fedora 37 with an RDNA2 Radeon on Power9. The gotchas:

* If you're copying your Windows folder over and you care about preserving your saved games, make sure the contents of Q2RTX/baseq2/save are moved to ~/.quake2rtx/baseq2/save. If you don't, and you leave the Windows save folder intact, the executable will throw an error when trying to load a new game or save because it can't rectify the presence of the Windows folder with the presence of the Linux folder.
* For some reason I can't get timedemo functionality to work - attempting to load a timedemo from the console results in "Couldn't load maps/demo1.dm2.bsp: No such file or directory".
EDIT: * The game may bomb out at startup complaining that it can't find a Vulkan-capable GPU (despite the logs indicating it successfully queried both your Vulkan GPU as well as llvmpipe). In that case, manually edit ~/.quake2rtx/baseq2/q2config.cfg and change the line seta ray_tracing_api value from "auto" to "query". I tried setting this to “pipeline” on a lark to test the other raytracing method it supports, and that crashes the executable because it apparently can’t find the extensions it’s looking for.

Nevertheless it runs at around 60 fps at 1080p on an RX 6600 with resolution scaling set to 65%, which doesn't trail the Windows version with the same card too much at all. There is some minor visual corruption at the periphery of the screen, but with some more testing and bugfixes that can probably be fixed. Back to Stroggos I go...

ClassicHasClass:
Coooool. Got a screenshot?

tle:

--- Quote from: Hasturtium on January 15, 2023, 12:16:10 am ---I can't believe I'm typing this, but - with some caveats - Quake II RTX compiles and runs under Fedora 37 with an RDNA2 Radeon on Power9. The gotchas:

* If you're copying your Windows folder over and you care about preserving your saved games, make sure the contents of Q2RTX/baseq2/save are moved to ~/.quake2rtx/baseq2/save. If you don't, and you leave the Windows save folder intact, the executable will throw an error when trying to load a new game or save because it can't rectify the presence of the Windows folder with the presence of the Linux folder.
* For some reason I can't get timedemo functionality to work - attempting to load a timedemo from the console results in "Couldn't load maps/demo1.dm2.bsp: No such file or directory".
EDIT: * The game may bomb out at startup complaining that it can't find a Vulkan-capable GPU (despite the logs indicating it successfully queried both your Vulkan GPU as well as llvmpipe). In that case, manually edit ~/.quake2rtx/baseq2/q2config.cfg and change the line seta ray_tracing_api value from "auto" to "query". I tried setting this to “pipeline” on a lark to test the other raytracing method it supports, and that crashes the executable because it apparently can’t find the extensions it’s looking for.

Nevertheless it runs at around 60 fps at 1080p on an RX 6600 with resolution scaling set to 65%, which doesn't trail the Windows version with the same card too much at all. There is some minor visual corruption at the periphery of the screen, but with some more testing and bugfixes that can probably be fixed. Back to Stroggos I go...

--- End quote ---

That's interesting that you could get it loaded. It does not really work for me. 1stly I need to enable the raytracing flag for mesa. 2ndly the game came back with error "This GPU is not supported"

power9mm:
Nice theres a competent benchmark for the system now.. i was going with an older card for my build for now but i'd definitely like to try vulkan raytracing. maybe in a  year or two when support is more stable.

Hasturtium:

--- Quote from: tle on January 15, 2023, 07:21:58 pm ---
--- Quote from: Hasturtium on January 15, 2023, 12:16:10 am ---I can't believe I'm typing this, but - with some caveats - Quake II RTX compiles and runs under Fedora 37 with an RDNA2 Radeon on Power9. The gotchas:

* If you're copying your Windows folder over and you care about preserving your saved games, make sure the contents of Q2RTX/baseq2/save are moved to ~/.quake2rtx/baseq2/save. If you don't, and you leave the Windows save folder intact, the executable will throw an error when trying to load a new game or save because it can't rectify the presence of the Windows folder with the presence of the Linux folder.
* For some reason I can't get timedemo functionality to work - attempting to load a timedemo from the console results in "Couldn't load maps/demo1.dm2.bsp: No such file or directory".
EDIT: * The game may bomb out at startup complaining that it can't find a Vulkan-capable GPU (despite the logs indicating it successfully queried both your Vulkan GPU as well as llvmpipe). In that case, manually edit ~/.quake2rtx/baseq2/q2config.cfg and change the line seta ray_tracing_api value from "auto" to "query". I tried setting this to “pipeline” on a lark to test the other raytracing method it supports, and that crashes the executable because it apparently can’t find the extensions it’s looking for.

Nevertheless it runs at around 60 fps at 1080p on an RX 6600 with resolution scaling set to 65%, which doesn't trail the Windows version with the same card too much at all. There is some minor visual corruption at the periphery of the screen, but with some more testing and bugfixes that can probably be fixed. Back to Stroggos I go...

--- End quote ---

That's interesting that you could get it loaded. It does not really work for me. 1stly I need to enable the raytracing flag for mesa. 2ndly the game came back with error "This GPU is not supported"

--- End quote ---

It came up pretty easily with my RX 6600 with the 6.1.5 kernel that was pushed out over the weekend. Biggest thing to do is to manually edit that line in the config file in the original post to specify "query" versus "auto" - I think something in Quake II’s feature polling mechanism breaks when it can't find the "pipeline" method it's looking for exposed in the driver. Give it a try and let me know what you think... It'll be a lot more interesting to see this on Intel's xe driver for Arc cards in a few months' time, given that their early fork of the old i915 driver already comes up on arm64. Intel’s raytracing speed is much more competitive with Nvidia’s - having tried an A750 and the RX 6600 in Windows, it isn’t a stretch to say Intel’s card manages at least as well at 1440p as the Radeon does at 1080p.

ClassicHasClass, I'll be happy to in a bit.

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