System requirements: Zen 3 or better: 6GB GPU (texture mod minimum): Low preset @ 1366x768: GTX 750 Ti : High preset @ 1080P: GTX 1660 Ti : Medium preset @ 4k RTX 3080 12GB.

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Add media Report RSS Scrubbed blue compression artifact post upscale out around yellow (view original)
Scrubbed blue compression artifact post upscale out around yellow
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lukepriefer
lukepriefer - - 333 comments

def looks a lot better

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RemasteredRetroPC Author
RemasteredRetroPC - - 194 comments

I just tried it without S3TC compression and its stable having processed it all down to a proper JPG compression. The game is using 2 lossy passes, and removing the real time at compile pass S3TC speeds up loading, and allows the download size to be more efficient, even taken to the limit. What you are seeing is 16k textures (game max) + path tracing heightmap shaders with a unnecessary compression pass. I will upload better photos later with even crispr textures. Id tech 3 doesnt allow custom resolutions for textures like 22k which I had to use in Prey 2006 to really hide the overly stretched out assets with incredible detail. Id tech 3 makes up for it though overall with generally higher resolution textures and memory efficient wannabe normal maps (mcflys screenspace only path tracing) since both id tech 3 and id tech 4 for the most part can only use up to 4GBs for the actual game. For some reason vram does not apply. And you might need S3TC to squeak by with a 6GB GPU. Everyone else removing S3TC will need a 8GB GPU or better. It might be possible with a GTX 1660 Ti not using supersampling and raytracing to not run out of memory, since it doesnt have the horsepower to do it at 4k anyway without S3TC but I sold mine so I can no longer test it. My guess is users with 6GB GPUs can make it work with tweaking. What matters is being able to run the game at 4k. Aiming for lower resolutions defeats the purpose of such a enormous texture mod.

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