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Quake ported to Vulkan

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First post, by Scali

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Someone ported Quake to Vulkan: https://twitter.com/axelgneiting/status/755988244408381443
Sources can be found here: https://github.com/Novum/vkQuake

I didn't see any binaries being offered, so I just compiled them myself. I've put then on my dropbox here: https://dl.dropboxusercontent.com/u/72602692/ … ke%200.10.0.zip

Just drop them into your Quake dir, like you would with glQuake and such, and it should run out-of-the-box.

http://scalibq.wordpress.com/just-keeping-it- … ro-programming/

Reply 2 of 14, by mrau

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a game as old as 3d itself ported to some wild api that noone can use, except rich geeks?
i dont get it?

Reply 3 of 14, by leileilol

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Rich geeks? Vulkan's been available for a few generations of video cards now, and it's almost tradition that Quake gets ported to a fresh 3D API 😀

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long live PCem

Reply 4 of 14, by mrau

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@leileilol wiki says no to this

Reply 5 of 14, by Scali

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mrau wrote:

a game as old as 3d itself ported to some wild api that noone can use, except rich geeks?
i dont get it?

Just like when GLQuake was released 😀
I quote the GLQuake readme:

Theoretically, glquake will run on any compliant OpenGL that supports the texture objects extensions, but unless it is very pow […]
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Theoretically, glquake will run on any compliant OpenGL that supports the
texture objects extensions, but unless it is very powerfull hardware that
accelerates everything needed, the game play will not be acceptable. If it
has to go through any software emulation paths, the performance will likely
by well under one frame per second.

At this time (march ’97), the only standard opengl hardware that can play
glquake reasonably is an intergraph realizm, which is a VERY expensive card.
3dlabs has been improving their performance significantly, but with the
available drivers it still isn’t good enough to play. Some of the current
3dlabs drivers for glint and permedia baords can also crash NT when exiting
from a full screen run, so I don’t recommend running glquake on 3dlabs
hardware.

OpenGL was this weird new API that only fancy high-end hardware supported.

http://scalibq.wordpress.com/just-keeping-it- … ro-programming/

Reply 6 of 14, by mrau

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touche

Reply 7 of 14, by Aideka

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mrau wrote:

@leileilol wiki says no to this

What wiki? When looking around wikipedia, the slowest/cheapest Vulkan supporting cards are Radeon 7730. Geforce GT640, and Intel integrated GPU's starting from Ivy Bridge, all of these cards have been around since 2012

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Reply 8 of 14, by mrau

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which is exactly why i made my statement, i spent over 80$ for my graphics, no way im gonna buy a new one anytime soon having the income i do;
if you change hardware every 4 years you already have a rather good income;

Reply 9 of 14, by Aideka

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Well, the Radeon 7730 release price for example was like 60$, so no need to be exactly rich. Intel had Vulkan supporting GPU's even on the Celeron and Pentium processors. My GPU is Geforce 750Ti, it cost around 150$ when I bought it, but it was an upgrade to a Geforce 9800GT that I got for free, because it had to be reflowed. The trick in buying hardware with low income is saving up enough money to be able to get atleast midrange stuff, so you don't have to upgrade so often, or buy used.

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Reply 10 of 14, by mrau

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7730 does not yield one single hit in graphics hardware on the biggest trading portal around here..
also 60$ is hardly in the mid range around here; for that you can get a 5670;

Reply 11 of 14, by Aideka

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Of course there are variations on the price levels between countries, but right now here in Finland there is a Radeon 7750 for sale at 25€, and a Geforce GTX 750Ti for 35€. When hunting for used hardware, you have to wait for a good deal.

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Reply 12 of 14, by vlask

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Scali wrote:
Just like when GLQuake was released :) I quote the GLQuake readme: […]
Show full quote

Just like when GLQuake was released 😀
I quote the GLQuake readme:

Theoretically, glquake will run on any compliant OpenGL that supports the texture objects extensions, but unless it is very pow […]
Show full quote

Theoretically, glquake will run on any compliant OpenGL that supports the
texture objects extensions, but unless it is very powerfull hardware that
accelerates everything needed, the game play will not be acceptable. If it
has to go through any software emulation paths, the performance will likely
by well under one frame per second.

At this time (march ’97), the only standard opengl hardware that can play
glquake reasonably is an intergraph realizm, which is a VERY expensive card.
3dlabs has been improving their performance significantly, but with the
available drivers it still isn’t good enough to play. Some of the current
3dlabs drivers for glint and permedia baords can also crash NT when exiting
from a full screen run, so I don’t recommend running glquake on 3dlabs
hardware.

OpenGL was this weird new API that only fancy high-end hardware supported.

Right now testing this high-end hardware. Sadly cant test realizm, because you need realizm card (have 2 models), but also very expensive texture module with price like whole card, so almost noone buyed them. Without them its software rendered....

Cant compare with Vulkan, because AGP test platform. But someone should do quick comparsion between Opengl and Vulkam 🤣

Not only mine graphics cards collection at http://www.vgamuseum.info

Reply 13 of 14, by eL_PuSHeR

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Tried WinQuake, OGLQuake and VKQuake on my GTX 970 card. Best of the batch is Vulkan Quake. Too bad brightness doesn't work for none of them.

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Reply 14 of 14, by Zup

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eL_PuSHeR wrote:

Tried WinQuake, OGLQuake and VKQuake on my GTX 970 card. Best of the batch is Vulkan Quake. Too bad brightness doesn't work for none of them.

How about some numbers and pictures, please?

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