After the latest update, I decided to play with the graphics settings maxed out. That's when I noticed that the OpenGL renderer couldn't keep up with ultra settings.
I was getting significant FPS drops during fights, on large maps, and whenever there were many players on screen. What surprised me most was that my GPU wasn't even close to 100% utilization during those drops.
๐ฝ Switching to the Vulkan renderer completely solved the problem.
Performance comparison:
โ Large map, no players: 317 FPS โ 491 FPS
โ Close-range fight: 186 FPS โ 355 FPS
โ Gameplay: 180โ270 FPS (drops) โ 400โ480 FPS
โ Additional test by Warden: 470 FPS โ 1000 FPS
โก๏ธ It took quite a while to create a .bat launcher that correctly injects the Vulkan layer into XQ3E Vulkan.exe. After a lot of trial and error, I finally got it working without requiring users to install ReShade manually.๐คช
โก๏ธ Vulkan doesn't provide a usable depth buffer for ReShade, so depth-based effects such as AdaptiveFog, MeshEdges, and DepthOfField don't work. I simply disabled those effects.๐ฅฒ
โก๏ธ OBS Game Capture doesn't capture the ReShade overlay with Vulkan. Enabling "Capture third-party overlays" (which works with OpenGL) doesn't help.๐
There is a Vulkan plugin for OBS, but it cuts performance dramatically (around 450 FPS โ 220 FPS), making it impractical. Fortunately, Display Capture works perfectly and captures both Vulkan and the ReShade overlay.๐
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On March 3, ZeniMax Media renewed the Quake trademark. Today, July 6, reports emerged that Bethesda will be focusing on its five core franchises โ with Quake among them.
According to a new report from Bloomberg, Microsoft's restructuring of Xbox will see Bethesda focusing on a handful of franchises going forward: Fallout, The Elder Scrolls, Wolfenstein, Doom, and Quake. These five franchises are expected to be a priority, with at least three of them already having games in development.
Sources:
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Neyo has introduced the new DeFrag Racing Launcher, featuring powerful demo playback and a range of quality-of-life improvements.
โก๏ธ Instant demo playback - click any demo and watch it right inside the launcher with your own config, YouTube-like timeline: scrub, pause, slow-mo, frame-by-frame stepping.โก๏ธ Compare up to 4 demos side by side - perfectly synced engines, great for studying routes.โก๏ธ Automatic demo backup - optional feature - every demo is automatically uploaded to defrag.racing. Never lose any demo ever again!โก๏ธ Render demos to YouTube straight from the demo listโก๏ธ Maps tab - full online live map list, instant offline play VQ3 & CPM, automatic map downloads, offline map scanningโก๏ธ Servers tab - live server browser, connect from the app or the website, server & map historyโก๏ธ Records tab - live VQ3 & CPM leaderboardsโก๏ธ Notifications synced with the website
It would be amazing to see this kind of demo playback implemented directly in the Quake 3 engine.
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๐ Most of the models have that typical AI-generated look, but a few of them were cleaned up well and actually look pretty good.
sources:
MODDB โ players
MODDB โ items
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/callvote map Longestyard"Polish Space Program"
You can also callvote๐ Instagib orโฃ๏ธ Promode physicsโboth are fully compatible with Rocket Mode.
I also suggested adding two more CTF Rocket maps. Since CTF maps have symmetrical team spawns, they could make for some really interesting matches.๐
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๐ Recently, the developers released a major update featuring:
โ 3 new champions,
โ balance changes,
โ map optimizations.
The biggest downside of Bloodrun is its online and multiplayer.
The maps are one of Bloodrun's biggest strengths. They are exceptionally well made, featuring:
โ high-quality visuals,
โ impressive attention to detail,
โ numerous easter eggs,
โ regular updates based on players' feedback.
๐ Quake III Arena has survived for more than two decades thanks to its open-source nature and thriving modding community. Deliberately dropping support for standard Quake 3 engines is a๐ฅ red card for the author. It creates unnecessary gatekeeping and limits access to maps.
On the other hand, the GUI feels surprisingly unfinished.
For example:
It's surprising that such a professionally developed mod lacks these basic quality-of-life improvements.
I also suggested creating a simple launcher. It could:
โ simplify installation,
โ verify the installed version,
โ notify players about updates,
โ display server status and player counts,
โ show player statistics,
โ browse screenshots from the game directory.
A launcher like this would significantly improve the overall user experience.
sources:
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#Q3MSKMeme
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Compared to the original bitmap fonts, FreeType-generated fonts look much cleaner and scale much better.
โน๏ธ Another major advantage is that TTF fonts can contain far more characters, making proper localization possible. This could allow support for languages such as:
โ Polish
โ German
โ Cyrillic alphabets (Mongolian)๐
โ Possibly Simplified Chinese
โ Maybe even Arabic.๐ชฆ
Unfortunately, TTF fonts are loaded by the engine, not by the mod itself, so this feature probably won't be available in
Inspired by your implementation, I added TTF-to-bitmap font generation to the engine for use in cgame. It turned out decent, though there is still room for improvement. I'd love to render all characters directly from the engine's renderer, but it would require too much refactoring in cgame. โ๐ Divoc
The main downside is that players using older clientsโor clients without the required font fileโwon't be able to see the new characters correctly.
/in_forceCharset 2 โ Forces Quake to use the US keyboard layout, so you don't have to switch layouts every time you launch the game.Sources:
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