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What's this?

A fork of the popular GLQuake descendant QuakeSpasm with a focus on high performance instead of broad compatibility, capable of handling even the most demanding maps at very high framerates by utilizing more modern techniques such as:

  • compute-based vis/frustum/backface culling
  • compute-based lightmap updates
  • better batching through multi-draw indirect rendering, instancing, and bindless textures
  • clustered dynamic lighting
  • persistent buffer mapping with manual synchronization

To avoid physics issue with high framerates the renderer is decoupled from the server (using code from QSS, via vkQuake). There are also a few other nice-to-have features such as the classic underwater warp effect, slightly higher color/depth buffer precision, reduced heap usage (can play shib1_drake out of the box), slightly faster savefile loading for large maps in complex mods, capped framerate when no map is loaded, and a built-in hackwork-around for the z-fighting issues present in the original levels.

Minimum requirements

  • AMD Radeon HD 7000 series (GCN1, 2012) or newer
  • Nvidia GeForce 600 series (Kepler, 2012) or newer
  • Intel HD Graphics 500 (Skylake, 2015) or newer

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High-performance QuakeSpasm fork

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