![]() ![]() the abandonement and ignoration of software rendered, winquake engines en masse is directly antithetical to keeping quake running on as many machines as possible. I feel like a goal with quake going forward should be "keep Quake Now running on as many machines as possible, past and present", an ethos similar to how folks do what they can to run the dooms on whatever they can. it has winquake and glquake exes, for both netquake and quakeworld! i will be giving it a good run at some point in the next week. TyrQuake might be another potential option for those seeking a software renderer for whatever reasons, aesthetic or practical, which seems to be in somewhat active development. that would make sense in an environment where striving for creating "vanilla compatible" content is as valid a goal and challenge as it is in the dooms, but it seems not to be much of a concern with quake, which is totally fine! i have loved seeing the level of detail in brushwork increase throughout the ages. It does fix the issues with mouse input it seems (*feels* like 125hz polling but i didn't set that on my end?), but yeah the featureset has been scaled back even compared to what could have been done with mark v winquake. + High-quality emulation of software rendering features, resulting in a modern but faithful look and feel (Pictured) + Current community standard, resulting in high compatibility with modern releases It it is currently the most used source port within the wider community, and has many forks (engines that use QuakeSpasm as a base) that improve optimization, add new features, and generally have higher compatibility than this base version of QuakeSpasm.įeatures include a large set of graphical refinements that can help hardware rendered Quake look as faithful as it can to the original, emulating many software-only rendering techniques that were sadly left out of the original hardware rendered Quake, and has many modern comforts including support for high-resolutions, ultra-wide resolutions, Xbox controllers and numerous bug-fixes done to the vanilla engine. QuakeSpasm is a multi-platform engine that aims to be an improved successor to the original Quake engine, focused on keeping the classic gameplay and graphics.
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