that would make sense in an environment where striving for creating "vanilla compatible" content is as valid a goal and challenge as it is in the dooms, but it seems not to be much of a concern with quake, which is totally fine! i have loved seeing the level of detail in brushwork increase throughout the ages. It does fix the issues with mouse input it seems (*feels* like 125hz polling but i didn't set that on my end?), but yeah the featureset has been scaled back even compared to what could have been done with mark v winquake. + High-quality emulation of software rendering features, resulting in a modern but faithful look and feel (Pictured) + Current community standard, resulting in high compatibility with modern releases It it is currently the most used source port within the wider community, and has many forks (engines that use QuakeSpasm as a base) that improve optimization, add new features, and generally have higher compatibility than this base version of QuakeSpasm.įeatures include a large set of graphical refinements that can help hardware rendered Quake look as faithful as it can to the original, emulating many software-only rendering techniques that were sadly left out of the original hardware rendered Quake, and has many modern comforts including support for high-resolutions, ultra-wide resolutions, Xbox controllers and numerous bug-fixes done to the vanilla engine. QuakeSpasm is a multi-platform engine that aims to be an improved successor to the original Quake engine, focused on keeping the classic gameplay and graphics.
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