Ironwail, a high-performance QuakeSpasm fork

Important information from InsideQC staff and news post discussion threads.
Post Reply
Spirit
Posts: 1065
Joined: Sat Nov 20, 2004 9:00 pm
Contact:

Ironwail, a high-performance QuakeSpasm fork

Post by Spirit »

https://github.com/andrei-drexler/ironwail
A fork of the popular GLQuake descendant QuakeSpasm with a focus on high performance instead of broad compatibility, capable of handling even the most demanding maps at very high framerates by utilizing more modern techniques such as:

* compute-based vis/frustum/backface culling
* compute-based lightmap updates
* better batching through multi-draw indirect rendering, instancing, and bindless textures
* clustered dynamic lighting
* persistent buffer mapping with manual synchronization

To avoid physics issue with high framerates the renderer is decoupled from the server (using code from QSS, via vkQuake). There are also a few other nice-to-have features such as the classic underwater warp effect, slightly higher color/depth buffer precision, reduced heap usage (can play shib1_drake out of the box), slightly faster savefile loading for large maps in complex mods, capped framerate when no map is loaded, and a built-in hackwork-around for the z-fighting issues present in the original levels.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Eukara
Posts: 31
Joined: Fri Jul 22, 2011 3:00 pm
Location: /dev/cdrom
Contact:

Re: Ironwail, a high-performance QuakeSpasm fork

Post by Eukara »

That's awesome :lol:

It'd be interesting to bench this against OneDraw (which was Spike's pet project for rendering Quake in one pass, it's however just a single client implementation).

It might be fun to bench most modern engines against each-other again, we've got plenty of great test cases for those now!
Post Reply