vkQuake, ein auf Vulkan basierender Port der klassischen Quake-Engine, wurde in Version 1.36.0 veröffentlicht.
vkQuake rendert das Original-Quake von 1996 über moderne Vulkan-Grafik und unterstützt hohe Auflösungen, hohe Bildraten sowie optionales Raytracing.
Wichtigste Neuerungen sind ein durchsuchbares Level-Auswahlmenü mit Kartenbeschreibungen, moderne Fadenkreuz-Optionen, eine stark überarbeitete Konsole mit Maus-Textauswahl und Zwischenablage sowie getrennte Konfigurationen pro Spiel bzw. Mod. Dazu kommen Kompatibilitäts-Fixes für Dawn of the Machine und das 2026-Rerelease sowie zahlreiche Physik- und Performance-Verbesserungen.
Improvements:
- Compatibility with Dawn of the Machine and the 2026 rerelease update: fixed MD5 animation and skinning, improved handling of invalid replacement models, corrected localization priority and centerprint wrapping, added a laser-cannon binding, and fixed the
impulse 119stack overflow- Added a searchable level-selection menu with map descriptions, source categories and a skill-selection screen before starting a level
- Modern crosshair options: five new crosshair styles with configurable size, color and opacity
- Added Classic, Smooth and xBR filtering options for UI graphics
- Major console improvements: mouse text selection, clipboard copying, clickable file links, better line editing and tab completion, configurable notifications and a larger command history
- Split configuration into global and per-game settings, stored separately for each game or mod
- Unified user-file locations: store-detected installations and
-multiusernow write saves, demos, screenshots and configuration to the platform user directory- When a Steam, GOG or Epic installation cannot be found, vkQuake now asks the user to select the classic or rerelease game directory
- Improved the multiplayer Join menu: addresses can be pasted from the clipboard and
hostname:portis parsed automatically- Expanded loading-screen coverage plus an id Software logo splash screen during startup
- Added support for mod directories that are symbolic links
- Added an optional quit confirmation (
cl_confirmquit)- Performance: added a spatial hash to reduce the cost of finding entities affected by moving platforms, and moved eligible brush entities onto the indirect rendering path
- Replaced
r_speedswith thescr_speedsoverlay, showing CPU, GPU and GPU-wait timings- Enabled PipeWire audio support in the Linux AppImage
- Updated mimalloc to 3.4.5 and fixed incorrect POPCNT detection preventing vkQuake from starting on older processors
Fixes:
- Fixed moving-platform and rider handling, including floating-point contact errors, entities falling through or being crushed by elevators, landing velocity and rollback (default with
sv_gameplayfix_elevators 3)- Fixed entity interpolation timing and visible jitter at frame rates above 72 FPS
- Gravity and friction at physics rates below 72 Hz now match their 72 Hz behavior
- Turning noclip off now searches for a nearby valid position instead of leaving the player stuck inside solid geometry
- Fixed ray-tracing acceleration structures becoming stale after enhanced models are reloaded
- Fixed High-DPI rendering appearing pixelated on MacOS and Wayland when using SDL3
- Fixed player-name changes being overwritten after another userinfo setting changed
- Fixed pending resolution, refresh-rate and fullscreen selections being discarded when changing VSync

Quelle: GitHub