vkQuake, a Vulkan-based port of the classic Quake engine, has been released in version 1.36.0.
vkQuake renders the original 1996 Quake through modern Vulkan graphics and supports high resolutions, high frame rates and optional ray tracing.
The main additions are a searchable level-selection menu with map descriptions, modern crosshair options, a heavily reworked console with mouse text selection and clipboard support, and split configurations per game or mod. The update also brings compatibility fixes for Dawn of the Machine and the 2026 rerelease as well as many physics and performance improvements.
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

Source: GitHub