Hey, everyone! Today we're releasing v1.6.0, featuring the below fixed issues and improvements.
[b]Breaking Changes:[/b]
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[*] Re-designed the material definition system for flexibility and modding.
[*] Removed support for the VK_NV_ray_tracing Vulkan extension, which is superseded by [*]VK_KHR_ray_tracing_pipeline and VK_KHR_ray_query that were added earlier.
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[b]New Features:[/b]
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[*] Added a setting to enable nearest filtering on world textures, pt_nearest.
[*] Added a setting to enable the use of texture and model overrides in the GL renderer, gl_use_hd_assets (https://github.com/NVIDIA/Q2RTX/issues/151)
[*] Added support for converting sky surfaces into lights based on their flags, see pt_bsp_sky_lights.
[*] Added support for IQM models and skeletal animation for the RTX renderer.
[*] Added support for making any models translucent, and cl_gunalpha specifically.
[*] Added support for masked materials (https://github.com/NVIDIA/Q2RTX/issues/127)
[*] Added support for polygonal light extraction from MD2/MD3/IQM models.
[*] Added support for smooth normals on the world mesh through a BSPX extension.
[*] Added support for unlit fog volumes. See the comment in fog.c for more information.
[*] Enabled game builds for ARM64 processors.
[*] Extended the "shader balls" feature to support arbitrary test models with animation.
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[b]Fixed Issues:[/b]
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[*] Fixed a crash that happened when loading a map with non-emissive lava material.
[*] Fixed loading of multi-skin MD3 models.
[*] Fixed long texture animation sequences.
[*] Fixed some bugs in the model validation code (https://github.com/NVIDIA/Q2RTX/pull/149)
[*] Fixed some self-shadowing artifacts by increasing the shadow and bounce ray offsets.
[*] Fixed some unlit or partially lit triangles by improving the BSP cluster detection logic.
[*] Fixed the MZ_IONRIPPER sound (https://github.com/NVIDIA/Q2RTX/pull/143)
[*] Fixed the rcon_password variable flags to prevent the password from being stored (https://github.com/NVIDIA/Q2RTX/issues/176)
[*] Fixed the background blur behavior when the menu is opened on a system with over 24 days of uptime.
[*] Fixed the barriers in non-uniform control flow in the tone mapping shader (https://github.com/NVIDIA/Q2RTX/pull/129)
[*] Fixed the buffer flags on the acceleration structure scratch buffer (https://github.com/NVIDIA/Q2RTX/pull/142)
[*] Fixed the crash that sometimes happened when entering The Reactor map (https://github.com/NVIDIA/Q2RTX/issues/123)
[*] Fixed the disappearing light surfaces on some polygons with almost-collinear edges.
[*] Fixed the lighting on the first person weapon when it's left-handed.
[*] Fixed the missing frame 0 in repeated entity texture animations.
[*] Fixed the pipeline layout mismatch in asvgf.c (https://github.com/NVIDIA/Q2RTX/pull/140)
[*] Fixed the rendering of the planet's atmosphere in the space environment.
[*] Fixed the sampled lighting estimator math, improved specular MIS.
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[b]Misc Improvements:[/b]
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[*] Allowed changing the VSync setting without reloading the renderer.
[*] Extended the supported light style range to 200% to fix over-bright lighting.
[*] Implemented anisotropic texture sampling for objects seen in reflections and refractions using ray cones.
[*] Improved CPU performance by not re-allocating the TLAS on every frame.
[*] Improved the handling of transparent effects in the acceleration structures.
[*] Removed the fake ambient that was added when global illumination is set to "off".
[*] Removed the initialization of the async compute queue, which was unused. This improves rendering performance and fixes some compatibility issues with AMD drivers.
[*] Removed the MAX_SWAPCHAIN_IMAGES limit for XWayland (https://github.com/NVIDIA/Q2RTX/pull/122)
[*] Replaced the implementation of model data handling on the GPU to improve scalability (https://github.com/NVIDIA/Q2RTX/pull/171)
[*] Replaced the material BRDF with a more physically correct one and removed the non-linear albedo correction function.
[*] Replaced the normal map normalization on load with a compute shader to speed up engine startup and map loading.
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[b]Contributions by GitHub user @res2k:[/b]
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[*] Added auto-complete for the ray_tracing_api console variable (https://github.com/NVIDIA/Q2RTX/pull/112)
[*] Added support for AMD FidelityFX Super Resolution (https://github.com/NVIDIA/Q2RTX/pull/145)
[*] Added support for HDR monitors (https://github.com/NVIDIA/Q2RTX/pull/159)
[*] Added support for synthesizing emissive textures and fixing lighting in custom maps (https://github.com/NVIDIA/Q2RTX/pull/111, https://github.com/NVIDIA/Q2RTX/pull/136)
[*] Allowed saving and loading games in expansion packs (https://github.com/NVIDIA/Q2RTX/pull/157, https://github.com/NVIDIA/Q2RTX/issues/150)
[*] Fixed a crash due to invalid clusters on some world geometry (https://github.com/NVIDIA/Q2RTX/pull/165, https://github.com/NVIDIA/Q2RTX/issues/163)
[*] Fixed the debugging features of the bloom pass (https://github.com/NVIDIA/Q2RTX/pull/160)
[*] Fixed the lighting from light surfaces with animated textures (https://github.com/NVIDIA/Q2RTX/pull/137)
[*] Implemented full-screen blend effects (such as on item pickup) in the RTX renderer (https://github.com/NVIDIA/Q2RTX/pull/110)
[*] Improved support for old mods and enabled x86 builds of the dedicated server (https://github.com/NVIDIA/Q2RTX/pull/116)
[*] Improved the behavior of Dynamic Resolution Scaling on map changes (https://github.com/NVIDIA/Q2RTX/pull/155)
[*] Improved the FPS counter behavior when r_maxfps is set (https://github.com/NVIDIA/Q2RTX/issues/117, https://github.com/NVIDIA/Q2RTX/pull/118)
[*] Improved the tone mapper (https://github.com/NVIDIA/Q2RTX/pull/156)
[*] Replaced the rendering of laser beams as billboards with volumetric primitives (https://github.com/NVIDIA/Q2RTX/pull/108)
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[b]Contributions by GitHub user @Paril:[/b]
[list]
[*] Added settings for texture filtering in the UI (https://github.com/NVIDIA/Q2RTX/pull/173)
[*] Added support for maps in QBSP format (https://github.com/NVIDIA/Q2RTX/pull/133, https://github.com/NVIDIA/Q2RTX/pull/154)
[*] Merged over 350 commits from Q2PRO (https://github.com/NVIDIA/Q2RTX/pull/166)
[*] Moved the security camera definitions to per-map files for modding (https://github.com/NVIDIA/Q2RTX/pull/169)
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