Unfortunately, Valve favors Vulkan really hard over DX12 and I believe that pretty much every RT implementation to date uses the latter.After all these raytacing threads talking about how there's no real gameplay impact, I think valve could do since really interesting stuff with raytaced lights, shadows, and reflections. Especially caustics, that one prism tech demo was really impressive, and something you can't really do with traditional lighting
Didn't quake 2 use vulkan rt? That's like one of the landmark demosUnfortunately, Valve favors Vulkan really hard over DX12 and I believe that pretty much every RT implementation to date uses the latter.
Hmm maybe, I was only really thinking of AAA games when I posted that. The original RT version of Quake 2 came out way before the official paid one with RTX support, so it's possible the hardware acceleration was implemented by hand before there was official support for it at the driver level.Didn't quake 2 use vulkan rt? That's like one of the landmark demos
Whatever it is, I hope it's in VR.
I'm totally on-board now, after playing Half-Life: Alyx.
I'm not sure that I'd be able to handle Portal in VR though, as smooth locomotion in Alyx immediately starts making me feel nauseated, and Portal is all about momentum-based movement.
That sounds similar to me. I have been able to play hours of VR with room-scale movement or teleportation with no issues at all from day one, but as soon as I play anything with smooth locomotion I start to feel very motion sick.While I'd love another Portal, and playing HL: Alyx was an incredible experience, I don't know if Portal will ever see a VR game due to the in-game movement.
I played HL: Alyx in rather long sessions and never got sick, but I tried Lone Echo and felt nauseous immediately. Valve would be the company to solve that problem though.