OpenLara VS vkQuake

Compare OpenLara vs vkQuake and see what are their differences.

OpenLara

Classic Tomb Raider open-source engine (by XProger)

vkQuake

Vulkan Quake port based on QuakeSpasm (by Novum)
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OpenLara vkQuake
59 58
4,561 1,532
- -
5.0 9.2
about 2 months ago 12 months ago
C C
BSD 2-clause "Simplified" License GNU General Public License v3.0 only
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

OpenLara

Posts with mentions or reviews of OpenLara. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-12.

vkQuake

Posts with mentions or reviews of vkQuake. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-08.
  • Quake Brutalist Jam II
    8 projects | news.ycombinator.com | 8 Nov 2023
    > Personally, I prefer https://github.com/Novum/vkQuake because it allows disabling texture smoothing.

    All hardware-accelerated Quake source ports that I'm aware of allow you to disable texture smoothing, going all the way back to the original GL Quake (if not earlier).

    It was historically set through the console (rather than through a graphical menu), via the `gl_texturemode_ command

    On modern hardware capable of trilinear filtering, the appropriate texturemode to disable texture smoothing (which keeping the other niceties of hardware acceleration was

    gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"

    For the Ironwail engine, which is the currently preferred Quake source port for modern 3D hardware, options on whether or not to use texture smoothing (and other "retro" aesthetics like whether to use square or circular particles) are things that can be toggled in the video configuration menu.

  • does vkQuake have a speedometer?
    1 project | /r/quake | 17 May 2023
  • What source ports are you using (Windows/Linux)?
    5 projects | /r/quake | 9 May 2023
    vkQuake https://github.com/Novum/vkQuake (Yes I know the author just dropped support but I suspect it'll be picked back up)
  • End of vkQuake development · Novum/vkQuake · Discussion #691
    1 project | /r/quake | 5 May 2023
  • vkQuake 1.30.0 released
    3 projects | /r/quake | 14 Mar 2023
    Annnnnd 1.30.1 is already out with a few small fixes: https://github.com/Novum/vkQuake/releases
  • Are there Open Source Games?
    13 projects | /r/godot | 11 Mar 2023
    That last one is an open source engine for a trio of existing free games, but if we count open source engines for commercial games the amount of famous examples grows exponentially. All id Software games up to Doom 3 have had their engines made open source and have a huge number of modern versions available for all of them. So Arcane Dimensions, the greatest by a mile Quake campaign ever made, was completed just three years ago and you need a modern open source engine like vkQuake to play it - even the Quake Remastered engine can't handle the huge AD maps. There's also an open source Morrowind engine, an open source Freespace 1/2 engine (Diaspora above actually runs on this), an open source point and click engine called ScummVM that runs so many old adventure games it's almost an emulator...
  • Playing TyrQuake on the VisionFive 2
    1 project | /r/VisionFive | 17 Feb 2023
    You can get the packages to build from vkQuake: https://github.com/Novum/vkQuake
  • Elevator Jank - why does this happen and how do I fix it?
    2 projects | /r/quake | 13 Feb 2023
    A better solution - and one that lets you run the game at any arbitrary framerate you want - is to switch to a fork of quakespasm with framerate independent physics. I'd strongly recommend playing with Ironwail, but vkQuake is also a great option. Both of these ports offer significant performance improvements over vanilla quakespasm and some other nice rendering features.
  • best qauke 1 source port?
    2 projects | /r/quake | 18 Jan 2023
    If you plan on playing Arcane Dimensions with all features like custom HUD and particles then the best choice is VkQuake. It is also able to play the big and complex maps at very high FPS, which most other source port struggle with.
  • Vulkan Quake port based on QuakeSpasm
    1 project | /r/CKsTechNews | 15 Jan 2023

What are some alternatives?

When comparing OpenLara and vkQuake you can also consider the following projects:

lutris - Lutris desktop client

ironwail - High-performance QuakeSpasm fork

TR1X - Open source re-implementation of Tomb Raider 1 (1996), along with additional enhancements and bugfixes

Quakespasm - Extra bloaty junk to modernise stuff a bit.

OpenGothic - Reimplementation of Gothic 2 Notr

yquake2 - The Yamagi Quake II client

TOMB5 - Tomb Raider: Chronicles Disassembly translated to C source code.

crispy-doom - Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.

OpenJK - Community effort to maintain and improve Jedi Academy (SP & MP) + Jedi Outcast (SP only) released by Raven Software

Cortex-Command-Community-Project-Source - [ARCHIVED] Cortex Command - Open Source under GNU AGPL v3 (no game data included)

Spring RTS game engine - A powerful free cross-platform RTS game engine. - Report issues at https://springrts.com/mantis/

rife-ncnn-vulkan - RIFE, Real-Time Intermediate Flow Estimation for Video Frame Interpolation implemented with ncnn library