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vkQuake 0.91 Released, Continues Advancing Quake With Vulkan

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  • vkQuake 0.91 Released, Continues Advancing Quake With Vulkan

    Phoronix: vkQuake 0.91 Released, Continues Advancing Quake With Vulkan

    Released yesterday was the newest build of vkQuake, the open-source game project developing a Vulkan renderer for the original Quake game based upon the QuakeSpasm code-base...

    http://www.phoronix.com/scan.php?pag...-0.91-Released

  • #2
    Why?

    A Vulkan port wont offer improved graphics and the potential performance improvements are negligible in such an old game that runs fast on pretty much any hardware or even without a dedicated GPU.

    Vulkan is much more needed for modern games such as Doom 3.

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    • #3
      I think this is less a matter of graphics and performance but more for playing around a bit with a modern API. It's probably going to be a great resource for developers getting into Vulkan.

      And I seriously doubt you can call a 2004 game like Doom 3 "modern". That game runs a locked 60 FPS on pretty much every potato nowadays, even my Kaveri-based notebook had hardly any trouble doing so, and even though it does still look rather decent, it's ancient technology. Vulkan is needed for future AAA Linux ports so that we get more than 20% of Windows performance.

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      • #4
        Originally posted by uid313 View Post
        Why?
        vkQuake serves as a Vulkan demo application that shows basic usage of the API. For example it demonstrates render passes and sub passes, pipeline barriers, compute shaders, CPU/GPU parallelism and memory pooling.
        https://raw.githubusercontent.com/No...ster/readme.md

        Apart from that, DOOM 3 is far from modern.

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        • #5
          Originally posted by uid313 View Post
          Why?

          A Vulkan port wont offer improved graphics and the potential performance improvements are negligible in such an old game that runs fast on pretty much any hardware or even without a dedicated GPU.

          Vulkan is much more needed for modern games such as Doom 3.
          From Github:

          vkQuake serves as a Vulkan demo application that shows basic usage of the API. For example it demonstrates render passes and sub passes, pipeline barriers, compute shaders, CPU/GPU parallelism and memory pooling.
          Edit: juno beat me to it.

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          • #6
            Originally posted by VikingGe View Post
            I think this is less a matter of graphics and performance but more for playing around a bit with a modern API. It's probably going to be a great resource for developers getting into Vulkan.

            And I seriously doubt you can call a 2004 game like Doom 3 "modern". That game runs a locked 60 FPS on pretty much every potato nowadays, even my Kaveri-based notebook had hardly any trouble doing so, and even though it does still look rather decent, it's ancient technology. Vulkan is needed for future AAA Linux ports so that we get more than 20% of Windows performance.
            It doesn't run locked. IIRC from watching the FPS counter it has break points to minimize stuttering. If the game thinks your rig can't handle 90 fps it'll cap at 60. Or 90 if it can't handle 120 and so on.

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            • #7
              Maybe I should have written "can run" (i.e. using vsync) instead of "runs", but what I meant is that today's hardware is more than capable of delivering stable framerates. In any case, it's a nice game, not too long since I've actually played it.

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              • #8
                Originally posted by uid313 View Post
                Why?

                A Vulkan port wont offer improved graphics and the potential performance improvements are negligible in such an old game that runs fast on pretty much any hardware or even without a dedicated GPU.

                Vulkan is much more needed for modern games such as Doom 3.
                Cuz programmers like to do things that are fun and where they learn.

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                • #9
                  Originally posted by uid313 View Post
                  Why?
                  They can. And With this you can Play this game, even if OpenGL vanish. Or maybe on a new future GPU vendor that only support vulkan and such apis.

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                  • #10
                    The much more advanced Quake engine FTEQW also has a well working vulkan renderer, see:
                    https://sourceforge.net/projects/fteqw/

                    Precompiled binaries are here:
                    http://triptohell.info/moodles/

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