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Quake 3 Raytraced

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Uploaded by on Mar 23, 2006

A university set up quake 3 with a raytracing engine... this is sick!

http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/
for more info.

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  • likes, 13 dislikes

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Uploader Comments (MrSpontaneous)

  • I really don't get raytracing. Sure, running it at an acceptable speed such as shown above IS in fact impressive, but when compared to a non-raytracer, such as the Doom3 engine, it really loses all of it's purpose. Doom3 has with it's comparable graphics proven that it's not viable to make a graphics engine that is a 100 percent accurate in lighting and shadowing when you can achieve the same basic result with less accurate calculations but with the benifit of 100 times the speed of a raytracer

  • The advantages of raytracing don't just lie in the graphics (where you can do reflections of reflections of reflections at an insanely reduced cost), but also in collision detection and clipping. How many times have you played a game and been able to see a part of a character actually bouncing through a closed door or a wall? Ray tracing eliminates that.

  • yes, and toy story was 1995

  • Toy story wasn't rendered in real time.

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  • That's cool :) Raytracing and point cloud data are probably my favourite modern graphical techniques. The possibilities are endless! It's just a shame you're actually limited by the Quake 3 meshes now, which aren't really detailed enough to show the possibilities of raytracing. Still, really cool to see :)

  • These graphics may look good but you can re-edit your graphics right in quake3 settings graphics mode :)

  • very nice! Can I get a download?! DOWN-LOAD! What? DOWN-LOAD!

  • @MrSpontaneous How can raytracing solve solid body collision detection directly? That is, when rendering rays out of the camera's viewpoint, how does it do anything that a sufficiently precise z buffer will not? many times if the body parts clip through walls it's simply because the character model deviates from the collision model. Ray tracing will do nothing for that.

  • @MrSpontaneous not only that, but more experimental effects are possible, like possibly model morphing with distance fields, and visual csg.

  • @JohnnyK98k

    its ofcourse fun to see example DOOM looking like current (or last) gen game but i prefere old "2.5D" gfx.

    berserker is on both quake 2 and quake 3 :P both are quite awsome but berserker @quake 3 is much more rare. there is only 2 videos on youtube (or 3)

  • @shotgunmasterQL

    Yeah, I understand what you mean. I agree! I always prefer games in their 'natural' state. The way they were intended to play... A good example is people modifying DOOM to look like some next-gen game with crazy textures and colourful lighting... Looks ugly if you ask me! But I'll check out Bererker mod for Quake 2, sounds might cool!

  • @JohnnyK98k

    i wouldnt call that much amazing because of the fact its doesnt run like quake 3 should.

    sure it looks good from some view points but i think i would stay wit basic engine instead of that.

    besides if you want better graphics for your quake 3 just check "Berserker @ Quake 3" project. it did magics already for Quake 2.

    or wait till we have the tecnology and improved raytrace in the future :)

  • Amazing... Q3A is still pleasing to the eye after more than 10 years! I'd really like to see more of this 'raytracing' for Q3A in action.

  • @MrSpontaneous wow I didn't know that, so with ray tracing you can do all this in one swing?

    Would you still need a fast cpu to handle ray tracing or can new video cards do all the work?

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