About JTX
About JTX Graphics
JTX Graphics was born from passion. A passion for graphics, for detail, and for seeing how far Metin2 could be pushed without losing the atmosphere that made so many of us fall in love with the game in the first place. The journey started in 2020, with Zenaris. What began as a personal vision slowly turned into years of work, countless tests, failed ideas, rebuilt systems and constant refinement. I spent almost three years developing that first graphics system until it became the first real, fully functional graphics solution publicly released for Metin2. At the time, there was no roadmap for what JTX would become. There was only one goal: make it better than yesterday. That first release became the foundation of everything that followed.
JTX Graphics v1
In January 2024, JTX Graphics v1 was released. It was more than a new version. For me, it was the point where years of work finally became something with its own identity. Everything I had learned during the Zenaris years was brought together into one complete graphics system. Lighting, shadows, water, atmosphere, environments and post-processing were no longer separate experiments. They became part of the same vision. As more projects started using JTX, every implementation became another opportunity to learn, improve and push further. Different maps, different engines, different requirements and different problems forced JTX to keep evolving. Many of the features that exist today were born from those challenges, together with private implementations, custom development and collaborations that helped shape JTX into much more than the project I originally imagined.
JTX Graphics v2.0
JTX Graphics v2.0 came from the desire to find the real limit of what was possible. The idea was simple: push DirectX 9 as far as it could go. I wanted to prove that the age of the engine did not have to define the quality of the final result. Lighting became more complex, shadows gained more depth, water evolved, environments became richer and the overall atmosphere of the game changed dramatically. Reaching that level was never easy. Many systems had to be designed around limitations that simply were not meant to handle this kind of graphics. There were moments where the solution was not obvious, and sometimes the only answer was to rebuild something from the beginning. Eventually, DirectX 9 itself became the wall I could no longer ignore. That is when I decided to rebuild the rendering side natively for DirectX 11, with a strong focus on performance, stability and optimization. The visual identity of v2 remained, but the foundation underneath it became far stronger and more modern. JTX Graphics v2.0 is exclusive to Zen. It was built specifically for that project and will never be released, licensed or made available to another server. It represents a unique generation of JTX and one of the most important chapters in its evolution.
JTX Prime Graphics
JTX Prime Graphics represents everything learned from the previous years, refined into the strongest version of the current JTX generation. Prime is not simply another update. It is the result of years of experience, real client work, experimentation, optimization and understanding what a serious graphics platform for Metin2 actually needs. It introduces a new licensed structure with three different graphics packages, giving projects the freedom to choose the level of technology and features that best fits their vision. At the highest level, Prime brings together the most advanced graphics, rendering improvements and optimizations developed across the current JTX platform. More importantly, Prime is built to keep evolving. New ideas, new rendering techniques and new improvements can continue to become part of the platform over time. It represents the most mature version of the journey that started years ago with a simple desire to make Metin2 look better.
JTX Graphics v3
JTX Graphics v3 is where that journey enters a completely new generation. For the first time, I am no longer trying to build around the limits of technology that came from the original DirectX 9 renderer. v3 is being developed around a new DirectX 12 rendering engine, created with modern hardware and modern rendering techniques in mind from the beginning. This gives me the freedom to rethink systems that I once had to fight against. Lighting, shadows, water, volumetric environments, 3D clouds, atmospheric rendering, vegetation, sun and god rays are all being approached from a new foundation, together with modern GPU-focused optimizations and a rendering architecture designed for the future. v3 is not about adding a few more effects to what already exists. It is about taking everything I learned over the last years and using it to build what I once could only imagine. The goal is no longer to ask how far the old Metin2 renderer can be pushed. The goal is to see how far Metin2 itself can go when those old limits are finally removed.
Today, JTX Graphics is used by 39 clients across 16 countries, together with many private implementations, custom development projects and collaborations. Behind those numbers are years of work, thousands of decisions, countless hours of testing and a project that never stopped evolving. What started in 2020 as a passion for graphics became something far bigger than I ever expected. But even after all these years, the reason I continue working on JTX is still the same reason I started.
The passion to create something better, to keep evolving, and to keep pushing Metin2 further than it has ever been before.