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Difference between revisions of "vkQuake"

From Quake Wiki

(Create the page for vkQuake. It's a popular engine, shame for it not to have a page)
 
(Core Features)
 
Line 11: Line 11:
  
 
== Core Features ==
 
== Core Features ==
* Vulkan Renderer
+
* Vulkan renderer
 
* Uncapped framerate
 
* Uncapped framerate
 +
* Much better performance with multithreaded rendering and loading
 +
* The game can run at higher frame rates than 72Hz without breaking physics
 +
* A software Quake like underwater effect
 +
* Better color precision reducing banding in dark areas
 +
* Proper mip mapping for water surfaces to reduce aliasing
 +
* Native support for anti aliasing and anisotropic filtering
 +
* 8-bit color emulation
 +
* Scaling for pixelated look
 +
* Mods menu for easy mod loading
 +
* More modern protocol to avoid certain movement issues (from QSS)
 +
* Support for custom mod HUDs (from QSS)
 +
* Support for scriptable particles (from QSS)
  
 
{{Engines}}
 
{{Engines}}
 
{{GL NetQuake Engines}}
 
{{GL NetQuake Engines}}
 
{{GL QuakeWorld Engines}}
 
{{GL QuakeWorld Engines}}

Latest revision as of 15:55, 28 July 2022

vkQuake
Author: Novum et al.
Based on: QuakeSpasm
First release: Jul 31 2016
Newest release: [1]
Website: [2]

vkQuake is a cross-platform Quake engine based on QuakeSpasm.

Core Features[edit]

  • Vulkan renderer
  • Uncapped framerate
  • Much better performance with multithreaded rendering and loading
  • The game can run at higher frame rates than 72Hz without breaking physics
  • A software Quake like underwater effect
  • Better color precision reducing banding in dark areas
  • Proper mip mapping for water surfaces to reduce aliasing
  • Native support for anti aliasing and anisotropic filtering
  • 8-bit color emulation
  • Scaling for pixelated look
  • Mods menu for easy mod loading
  • More modern protocol to avoid certain movement issues (from QSS)
  • Support for custom mod HUDs (from QSS)
  • Support for scriptable particles (from QSS)