#32533 posted by
gila on 2024/12/28 11:44:26
It all depends on what do you mean by "software render looking". Is it pixelated (non filtered) textures? Is it square (not round) particles? Is it imitation of low resolution so everything is super pixelated (render scale)? Is it lack of model movement and animation interpolation?
Quakespasm, vkQuake and Ironwail can all be configured to be in varying degrees of closeness to the look of original software rendering of Quake. vkQuake and Ironwail also have their own means of emulating the software rendering color palette. Out of these three, Ironwail can get you the closest, it even has an option to render 2D elements like HUD and messages slightly stretched vertically as it was in original Quake's 320x200 being displayed on 4:3 monitors.
#32534 posted by
mh on 2024/12/30 10:21:35
In my opinion a lot of what people consider the "software Quake look" is quite misguided.
Quake is actually pixel art, on a par with some of the great 2D side-scrollers. Adrian Carmack packed a huge amount of pixel-level detail into those tiny 64x64 textures.
That deserves to be seen at it's best.
So you don't blur it, you don't filter it, you don't blend it with colours that were never there in the first place, you don't smudge it or smear it.
But you also don't reduce it to even lower resolution, you also don't introduce huge amounts of noise and aliasing, and you definitely don't take the areas where software Quake was objectively worse and celebrate them.
It's perfectly possible to set up a hardware-accelerated renderer that preserves all of the crisp pixel-level detail and presents it in all it's glory.
VkQuake
#32535 posted by
ranger on 2024/12/31 07:52:44
doesn't work on my pc? says i need vulkan?
#32536 posted by
gila on 2024/12/31 18:26:48
Yes, vkQuake requires GPU with Vulkan API support.