vkquake
vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm port and runs all mods compatible with it like Arcane Dimensions or In The Shadows.
Compared to QuakeSpasm vkQuake also features a software Quake like underwater effect, has better color precision, generates mipmap for water surfaces at runtime and has native support for anti-aliasing and AF.
vkQuake also serves as a Vulkan demo application that shows basic usage of the API. For example it demonstrates render passes & sub passes, pipeline barriers & synchronization, compute shaders, push & specialization constants, CPU/GPU parallelism and memory pooling.
- Devel package for openSUSE:Factory
-
3
derived packages
- Links to openSUSE:Factory / vkquake
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osc -A https://api.opensuse.org checkout games/vkquake && cd $_
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Source Files
Filename | Size | Changed |
---|---|---|
_link | 0000000124 124 Bytes | |
appdata.xml | 0000001095 1.07 KB | |
vkQuake-1.04.1.tar.gz | 0003870270 3.69 MB | |
vkquake.changes | 0000003092 3.02 KB | |
vkquake.desktop | 0000000201 201 Bytes | |
vkquake.spec | 0000003168 3.09 KB |
Revision 9 (latest revision is 47)
Dirk Stoecker (dstoecker)
accepted
request 789246
from
Christophe Giboudeaux (cgiboudeaux)
(revision 9)
- Update to 1.04.1. Changes since 1.02.0: * Lots of Vulkan fixes * Frame rates over 72 Hz don't break physics anymore * Default maximum frame rate raised to 200 Hz. * Fix crashes with some Intel drivers and anti aliasing * Fix crash "out of dynamic vertex buffer space" in some very large custom maps * Fix gun position being different than in QuakeSpasm when status bar alpha is 0 * Fixed alpha tested alias models * Fixed too large dynamic buffer allocations * Lightmaps are now dynamically allocated (from QuakeSpasm) * Particles are now rendered as quads instead of triangles by default (r_quadparticles) like in QuakeSpasm. * Fix alpha tested geo not testing depth * Fix issue where wrong push constants were being set if render size is smaller than window * Fixed certain UI elementes being rendered with alpha blending instead of alpha testing like in QS * Fix issue with Intel GPUs crashing when leaving full screen * Updated to latest QuakeSpasm code * Fix particle alpha being affected by fog
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