mpp
vkQuake
mpp | vkQuake | |
---|---|---|
3 | 58 | |
411 | 1,532 | |
5.4% | - | |
9.5 | 9.2 | |
9 days ago | about 1 year ago | |
C | C | |
Apache License 2.0 | GNU General Public License v3.0 only |
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.
mpp
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Using Rockchip's HW acceleration?
I cloned and built it (after building its dependencies: librga from https://github.com/JeffyCN/rockchip_mirrors/tree/linux-rga ; mpp from https://github.com/rockchip-linux/mpp)
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An alternative to FFmpeg?
There's also video4linux2 hardware decode APIs and various vendor-specific libraries, e.g. Rockchip's. On many particular platforms, doing hardware decoding without ffmpeg seems pretty approachable. Even making a nice combo library that supports a variety of them seems feasible. And obviously when the hardware's available (exists, the right kernel drivers are loaded, the C library's around if necessary, the permissions are right, it's not busy, etc.) hardware seems preferable. But it'd be nice to also support a fallback to software and then we're back to ffmpeg.
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RockPro64 RK3399 OpenMax IL
I know Rockchip have their non-standard "MPP" framework for making use of their hardware encoders and decoders at https://github.com/rockchip-linux/mpp which is an option if you're OK with sticking on the 4.4 BSP kernel.
vkQuake
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Quake Brutalist Jam II
> 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?
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What source ports are you using (Windows/Linux)?
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
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vkQuake 1.30.0 released
Annnnnd 1.30.1 is already out with a few small fixes: https://github.com/Novum/vkQuake/releases
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Are there Open Source Games?
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...
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Playing TyrQuake on the VisionFive 2
You can get the packages to build from vkQuake: https://github.com/Novum/vkQuake
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Elevator Jank - why does this happen and how do I fix it?
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.
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best qauke 1 source port?
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
What are some alternatives?
hardware-rockchip-omx_il - hardware/rockchip/omx_il
ironwail - High-performance QuakeSpasm fork
kawaii-player - Multimedia player, media library manager and portable media server with PC-To-PC casting feature.
Quakespasm - Extra bloaty junk to modernise stuff a bit.
Entertainment Library Synchronizer - Corionis Entertainment Library Synchronizer data management and back-up tool
yquake2 - The Yamagi Quake II client
ffmpeg-rk - 支持rockchip mpp硬件加速编解码的ffmpeg版本。Forked ffmpeg that supports rkmpp decodeing, encoding and rga scaling
crispy-doom - Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
vkQuake2 - id Software's Quake 2 v3.21 with mission packs and Vulkan support (Windows, Linux, macOS, FreeBSD, Raspberry Pi 4)
Cortex-Command-Community-Project-Source - [ARCHIVED] Cortex Command - Open Source under GNU AGPL v3 (no game data included)
onnxruntime - ONNX Runtime: cross-platform, high performance ML inferencing and training accelerator
OpenLara - Classic Tomb Raider open-source engine