Quake 4 - Gameplay Playthrough Full Game [2K:60FPS: Ray Tracing GI - Bright] Redux 🔴

Quake 4 - Gameplay Playthrough Full Game [2K:60FPS: Ray Tracing GI - Bright] Redux 🔴

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Published on ● Video Link: https://www.youtube.com/watch?v=lKAJASaQkGs



Quake 4
Game:
Quake 4 (2005)
Category:
Let's Play
Duration: 5:20:42
1,978 views
56


Quake 4 - Gameplay Playthrough Full Game [2K:60FPS: Ray Tracing GI - Bright] Redux 🔴

This is a such underrated game, i love it so much. Fantastic graphics, sound design and gameplay. I strongly recommend playing this game and with graphical mods and textures it looks even batter.

"Overall, Quake 4 is kind of a weird case. The single-player is great fun, but the uninspired multiplayer leaves a lot to be desired. The end result feels like two different games. The single-player has a straightforward, no-nonsense approach to it that makes a great showpiece for the Doom 3 engine, while the online portion feels like it fell out of a time warp. If you're looking for Quake III Arena's deathmatch with better graphics and much higher system requirements, this is your game. But if you're looking for some new ideas from the series that made online deathmatch a big deal in the first place, you're barking up the wrong tree. " - Gamespot

Metacritic - 81%

Getting nice results with ray tracing
Using HD texture pack and graphics tweaker for the best results
Quake 4 4X AI Textures
https://www.pcgamingwiki.com/wiki/Quake_4#Quake_4_4X_AI_Textures
Quake 4 Tweaker
https://www.pcgamingwiki.com/wiki/Quake_4#Quake_4_Tweaker

Timestamps
00:00 - intro
Air Defense Bunker - 0:38
Air Defense Trenches - 9:57
Hangar Perimeter - 13:50
Interior Hangar - 23:23
MCC Landing Site - 31:37
Operation: Advantage - 42:25
Canyon - 50:19
Perimeter Defense Station - 1:01:23
Aqueducts - 1:14:03
Aqueducts Annex - 1:21:26
Nexus Hub Tunnels - 1:26:56
Nexus Hub - 1:45:05
Strogg Medicial Facilities - 1:55:26
Construction Zone - 2:13:42
Dispersal Facility - 2:26:19
Recomposition Center - 2:35:25
Putrification Center - 2:27:40
Waste Processing Facility - 3:00:30
Operation: Last Hope - 3:17:10
Data Storage Terminal - 3:24:47
Data Storage Security - 3:30:50
Data Storage Terminal - 3:37:06
Tram Hub Station - 3:49:33
Tram Rail - 4:11:15
Data Processing Terminal - 4:13:29
Data Processing Security - 4:20:02
Data Processing Terminal - 4:34:01
Data Networking Terminal - 4:49:45
Data Networking Security - 4:43:44
Nexus Core - 4:53:56
The Nexus - 5:12:44
Ending - 5:17:05
Credits - 5:18:50

I'm using a shader that was created by Pascal Gilcher that works with reshade, if you want to grab this shader you need to become a part of his patreon community.
https://www.patreon.com/mcflypg/posts

reshade
https://reshade.me/
Why i use RayTracing Global Illumination in the title?
This is the information i base my title on:
"Marty McFly's shader is hooked to informations provided by ReShade (depth buffer). The end result is a Screen Space Ray Tracing calculation, just like Unigine SSRTGI (Ray Traced Global Illumination), which indeed is a form of Ray Tracing."
https://reshade.me/forum/shader-discussion/5450-guide-to-ray-tracing-with-reshade
If you don't agree with that statement you can discuss it over that page.


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My PSN Levan27
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http://www.zvirti.com/
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