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Fancy playing Quake with the Vulkan API? Now you can

By - | Views: 24,243

I'm a little late on reporting this due to being ill, but Quake has been ported to Vulkan and it's open source of course.

Thanks to "sub" for sending it in 4 days ago, but I just haven't had time to cover it until now.

It was done by Axel Gneiting who actually works for id Software as an Engine Programmer, which is pretty cool:

My Vulkan Quake 1 Port running "In the Shadows" mod. Some stuff still missing. Code is here https://t.co/FDJtk2QNOz pic.twitter.com/SIcWroQOwr

— Axel Gneiting (@axelgneiting) July 21, 2016


He didn't actually do the work to get it on Linux, he stated in another tweet a friend did that for him.

You can find the source code on github here.

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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
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24 comments
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ProfessorKaos64 Jul 25, 2016
Quoting: t3gI'd love for someone to get this up and running, packaged, and put up on something like http://www.playdeb.net

I am making a package tonight. I have to backport a few things, but i'll try to reply back here. I started some here, but I need to do some errands, then I'll finish it and test later.


Last edited by ProfessorKaos64 on 25 July 2016 at 11:29 pm UTC
ProfessorKaos64 Jul 25, 2016
Quoting: GuestI wanted to try but the web site to download the vulkan sdk is broken and it’s impossible to get it for me.

You should need just vulkan-dev (or whatever your distro calls it). Debian has this, starting with Debian Stretch. I backported this to SteamOS, which is based heavily off Debian Jessie:

http://packages.libregeek.org/SteamOS-Tools/pool/main/v/vulkan/

I'll probably make Debian packaging for this tonight. Maybe time for a small test.


Last edited by ProfessorKaos64 on 25 July 2016 at 11:14 pm UTC
strycore Jul 26, 2016
@ProfessorKaos64 that would be awesome! I'm looking forward having a build script of some sort so I can publish binaries for Lutris :)
ProfessorKaos64 Jul 26, 2016
Quoting: strycore@ProfessorKaos64 that would be awesome! I'm looking forward having a build script of some sort so I can publish binaries for Lutris :)

There are some issues, but I believe I fixed one. You can follow the below thead (has a link to my fork). May take a little more work.

https://github.com/Novum/vkQuake/issues/4

Edit: author of the repository took my linux-fixes PR. I have an initial test Debian package at the below link. I haven't tested it (late here, time to settle down for the night). I'll likely have time to give it a test tomorrow. I merged in debian packaging from quakespasm. Probably adjustments to be made yet as well. I link quakspasm to 'vkquake' so you can use that, aside from the desktop file.

Please be aware there are fixes to be made yet in upstream code. Axel has noted that this should occur sometime after SIGGRAPH is over.

http://packages.libregeek.org/steamos-tools/pool/games/v/vkquake/

Trouble?

See: https://github.com/ProfessorKaos64/LibreGeek-
Packaging/blob/brewmaster/vkquake/debian/README.Debian

Tomorrow I'll take a look at an Arch Linux package.


Last edited by ProfessorKaos64 on 26 July 2016 at 6:34 am UTC
strycore Jul 26, 2016
Can confirm it works! \o/
Had the following error message at first: "QUAKE ERROR: W_LoadWadFile: couldn't load gfx.wad"

Then I renamed PAK{0|1}.PAK to lowercase and it works great now, nice work ProfessorKaos64 :D
Tori Jul 26, 2016
Quoting: KithopIf you adjust any of the video settings in-game and try to save it, it segfaults

Yeah, I have the same problem. I'll see if I can work around it later today.
t3g Jul 26, 2016
Silly question, but the libvulkan1-dev package on Ubuntu is the same one you used for Debian right?
Guest Jul 26, 2016
@ProfessorKaos64

Quoting: ProfessorKaos64Totally making a package out of this for SteamOS. drool

While were on the topic, it would be totally cool to get a few Arch packages made up for this so its not just Debian / Ubuntu that get all the SteamOS fun..

https://launchpad.net/~mdeslaur/+archive/ubuntu/steamos

im using SteamOS session on my Debian build and id really like the feature for Manjaro/Arch <3


Last edited by on 26 July 2016 at 2:43 pm UTC
Kithop Jul 27, 2016
I'm completely useless at coding, but I did open an issue (really an enhancement request) regarding Vsync:

Vsync Modes

No amount of trying to mess with the vid_vsync cvar will work, because it looks like it's being totally ignored anyway, and the Vulkan 'presentation mode' is hardcoded to one with Vsync. Changing that one line in one source file and recompiling, though? Then you can disable Vsync for some good old fashioned timedemo action. :p

Obviously, this is absolutely silly on any machine modern enough to have Vulkan support, especially if the vkQuake renderer isn't feature-complete compared to Quakespasm's stock OpenGL one, but it is faster.

OpenGL: ~720fps
Vulkan: ~780fps

(i7-4790K + GTX 980)

It's a little hard to get a good CPU usage measurement when all of demo1 finishes in like 9 seconds, however. :P
ProfessorKaos64 Jul 27, 2016
Quoting: mr-egg@ProfessorKaos64

Quoting: ProfessorKaos64Totally making a package out of this for SteamOS. drool

While were on the topic, it would be totally cool to get a few Arch packages made up for this so its not just Debian / Ubuntu that get all the SteamOS fun..

https://launchpad.net/~mdeslaur/+archive/ubuntu/steamos

im using SteamOS session on my Debian build and id really like the feature for Manjaro/Arch <3

I started one at https://github.com/ProfessorKaos64/arch-aur-packages/, but it needs some work yet. When I feel satisfied, i'll see how I get that to the AUR.

I never have added something to the AUR, but I don't believe it's that difficult.


Last edited by ProfessorKaos64 on 27 July 2016 at 4:04 am UTC
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