vkquake-rt
vkQuake
vkquake-rt | vkQuake | |
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22 | 58 | |
341 | 1,532 | |
- | - | |
0.0 | 9.2 | |
about 1 year ago | about 1 year ago | |
C | C | |
GNU General Public License v3.0 only | 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.
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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.
vkquake-rt
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What are your thoughts on the remake's overarching story ending with 2 games instead of just making The Ancient Gods into the 3rd game?
Speaking of, if anyone missed Dimension of the Past like I did it's awesome on vkquake-rt
- Ironwail Ray Tracing
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RTX 4070 Ti running Quake at over 4.7 kHz FPS is super pointless, but fun to see. Also, that is some high-pitched coil whine.
Yes, unofficial. https://github.com/sultim-t/vkquake-rt/releases/tag/1.20.2-rt1.0.1 Been playing it using the GOG version of Quake.
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Real time fps loss
Quake as well (sultim-t/vkquake-rt).
- Do you know any (old) games that have RTX mods?
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Ray Tracing On Steam Deck... I'm actually impressed. You Can tell the difference
Sure, if your Steam Deck is on the preview branch. Here's the Quake RT mod: https://github.com/sultim-t/vkquake-rt/releases/tag/1.20.2-rt1.0.1
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Portal with RTX running on AMD 7900XTX (hitting 60FPS at 1440p)
Link for the curious: https://github.com/sultim-t/vkquake-rt/releases
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DLSSTweaks - DLL hook that can force DLAA onto DLSS-supported titles, along with tweaking presets used by DLSS 3.1
Quake Raytraced -> https://github.com/sultim-t/vkquake-rt/releases (based on vkQuake-port)
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Custom AMD Radeon RX 7900 XTX can hit 3.5 GHz clock with Blender, 2.8 GHz in games - VideoCardz.com
https://github.com/sultim-t/vkquake-rt ?
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Desktop GPU Sales Hit 20-Year Low
Try the quake RTX mod then. Its the same real pathtraced raytracing, but released by a modder.
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?
Serious-Engine-RT
ironwail - High-performance QuakeSpasm fork
DLSSTweaks - Tweak DLL for NVIDIA DLSS, allows forcing DLAA on DLSS-supported titles, tweaking scaling ratios & DLSS 3.1 presets, and overriding DLSS versions without overwriting game files.
Quakespasm - Extra bloaty junk to modernise stuff a bit.
prboom-plus-rt
yquake2 - The Yamagi Quake II client
crispy-doom - Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
Cortex-Command-Community-Project-Source - [ARCHIVED] Cortex Command - Open Source under GNU AGPL v3 (no game data included)
OpenLara - Classic Tomb Raider open-source engine
rife-ncnn-vulkan - RIFE, Real-Time Intermediate Flow Estimation for Video Frame Interpolation implemented with ncnn library
OpenGothic - Reimplementation of Gothic 2 Notr
OpenJK - Community effort to maintain and improve Jedi Academy (SP & MP) + Jedi Outcast (SP only) released by Raven Software