andrei-drexler / ironwail

High-performance QuakeSpasm fork
GNU General Public License v2.0
480 stars 43 forks source link
azdo opengl4 quake

What's this?

A fork of the popular GLQuake descendant QuakeSpasm with a focus on high performance instead of maximum compatibility, with a few extra features sprinkled on top.

Does performance still matter, though? I'm getting 1000 fps in QS on e1m1

On most maps performance is indeed not much of a concern on a modern system. In recent years, however, some mappers have tried more ambitious/unconventional designs with poly counts far exceeding those of the original id Software levels from 25 years ago. It's also not uncommon for players of such an old game to be using hardware that is maybe not the latest and greatest, struggling on complex maps when using traditional renderers. By moving work from the CPU to the GPU (culling, lightmap updates) and taking advantage of more modern OpenGL features (instancing, compute shaders, persistent buffer mapping, indirect multi-draw, bindless textures), this fork is capable of handling even the most demanding maps at very high framerates. To avoid physics issues the renderer is also decoupled from the server (using code from QSS, via vkQuake).

Bonus features

System requirements

Minimum GPU Recommended GPU
NVIDIA GeForce GT 420 ("Fermi" 2010) GeForce GT 630 or newer ("Kepler" 2012)
AMD Radeon HD 5450 ("TeraScale 2" 2009) Radeon HD 7700 series or newer ("GCN" 2012)
Intel HD Graphics 4200 ("Haswell" 2012) HD Graphics 620 ("Kaby Lake" 2016) or newer

Notes: 1) These requirements might not be 100% accurate since they are based solely on reported OpenGL capabilities. There could still be unforeseen compatibility issues. 2) Mac OS is not supported at this time due to the use of OpenGL 4.3 (for compute shaders), since Apple has deprecated OpenGL after version 4.1.