About six-and-a-half months ago, AMD Core Tech group graphics engineer Dihara Wijetunga announced that he was working on tweaking the Castle Wolfenstein traceroute. We got an update in late August with a few new screenshots. Now that 2022 is almost behind us, Wijetunga open The new implementation of all major temporal escalation technologies (AMD FSR 2, NVIDIA DLSS 2, and Intel XeSS) in the Castle Wolfenstein Tracing System.
Added FSR 2, DLSS 2, and XeSS to RTCW Track Tracking over the weekend! He wanted to tackle something easier after working on the tracing side.
When a user asked Wijetunga about the release date of the Trajectory Back to Castle Wolfenstein system, an AMD graphics engineer He said:
I hope to have something by late next year. It’s mostly an individual effort, so progress is a bit slow.
Wijetunga too has been confirmed The motion blur option in the graphics settings says motion blur for each object, which is the more advanced version.
Originally released in November 2001, Return to Castle Wolfenstein was developed by now-defunct Los Angeles game developer Gray Matter. The game managed to sell two million units by January 2004, though by then, Xbox and PlayStation 2 ports had also been launched. Critical reviews were very high, as attested by the average score of 88/100 on Metacritic, with the multiplayer aspect of the game (developed by Nerve Software and Splash Damage) receiving the lion’s share of praise.
There’s a chance the Return to Castle Wolfenstein track-tracking mod will be released when someone else has already used a method to inject NVIDIA’s RTX Remix tool into the classic PC game. The current hurdle is that Return to Castle Wolfenstein uses the OpenGL API, while RTX Remix only works with DirectX 8 and DirectX 9 games that use fixed-function graphics pipelines, but the OpenGL shell to DX9 can overcome this limitation.