VkQuake Versions Save

Vulkan Quake port based on QuakeSpasm

1.05.1

3 years ago
  • Fix dynamic lightmap on dynamic brushes (regression in 1.05.0)
  • Proper fix for memory leaks in ad_tears
  • Fix use after free of Vulkan objects in some complex maps (e.g. ravenkeep & ad_tears)

Binaries require the Visual C++ Redistributable for Visual Studio 2019: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

1.05.0

3 years ago
  • Workaround for crash when loading ad_tears map multiple times (Arcane Dimensions 1.8)
    • There is no fixed upper limit of mesh and texture heaps anymore
  • Use VK_EXT_full_screen_exclusive if available
  • Performance optimizations
  • Vulkan fixes related to push constants

Binaries require the Visual C++ Redistributable for Visual Studio 2019: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

1.04.1

4 years ago
  • Fix particle alpha being affected by fog
  • Small Vulkan correctness fix on particle index buffer
  • Updated to latest QuakeSpasm code

Binaries require the Visual C++ Redistributable for Visual Studio 2019: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

1.04.0

4 years ago
  • Particles are now rendered as quads instead of triangles by default (r_quadparticles) like in QuakeSpasm. Fixes visible triangles in some mods.
  • Fix alpha tested geo not testing depth
  • Fix issue where wrong push constants were being set if render size is smaller than window
  • Fixed certain UI elementes being rendered with alpha blending instead of alpha testing like in QS
  • Fix issue with Intel GPUs crashing when leaving full screen
  • As always, updated to latest QuakeSpasm code

Binaries require the Visual C++ Redistributable for Visual Studio 2019: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

1.03.0

4 years ago
  • Fixed alpha tested alias models
  • Fixed too large dynamic buffer allocations
  • Minor Vulkan fixes
  • Lightmaps are now dynamically allocated (from QuakeSpasm)

Binaries require the Visual C++ Redistributable for Visual Studio 2019: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

1.02.1

4 years ago
  • Frame rates over 72 Hz don't break physics anymore (from QuakeSpasm spiked)
  • Default maximum frame rate raised to 200 Hz.
  • Fix crashes with some Intel drivers and anti aliasing
  • Fix crash "out of dynamic vertex buffer space" in some very large custom maps
  • Fix gun position being different than in QuakeSpasm when status bar alpha is 0
  • Other minor Vulkan fixes

Binaries require the Visual C++ Redistributable for Visual Studio 2019: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

1.01.0

5 years ago
  • Extremely large textures should now work
  • Fixed alpha blending issue in some maps (e.g. xmasjam2018_bloodshot)
  • Partial support for r_showTris (world and particles)
  • Update to latest QuakeSpasm code

Binaries require the Visual C++ Redistributable for Visual Studio 2017: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

1.00.0

5 years ago
  • Performance optimizations (use function pointer instead of loader)
  • Compute shader water texture update
  • Update to latest QuakeSpasm code

Windows users:

Windows binaries require the Visual C++ Redistributable for Visual Studio 2017: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

0.97.3

6 years ago
  • Performance optimizations (avoid redundant pipelines & descriptor set binds)

Windows users:

Windows binaries require the Visual C++ Redistributable for Visual Studio 2017: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)

0.97.2

6 years ago
  • Fix for models being rendered too dark (thanks Ilya Potekhin for pointing this out)

Windows users:

Windows binaries require the Visual C++ Redistributable for Visual Studio 2017: https://go.microsoft.com/fwlink/?LinkId=746571 (32 bit) https://go.microsoft.com/fwlink/?LinkId=746572 (64 bit)