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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) |
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== Core Features == | == Core Features == | ||
− | * Vulkan | + | * 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
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)