

- OPEN ARENA 0.6 .DLL
- OPEN ARENA 0.6 DRIVER
- OPEN ARENA 0.6 SOFTWARE
- OPEN ARENA 0.6 CODE
- OPEN ARENA 0.6 PC
OPEN ARENA 0.6 DRIVER
what's worse, itĪctually not work properly( especially on old graphic/video card ) even though the nvidia vulkan driver It only supported on linux platform on my test. MonitorInfo: you monitor and/or vulkan driver actually supported resolution, need the vulkan driver support PrintSurfaceFormatSupported: printf color surface format supported. PrintPresentModes: print the present mode the GPU and/or the vulkan driver supported. PrintShaderTextHashTable: I am curious about the q3 handle out the shader name clash problem. PrintImgHashTable: print the image hash table usage, which also list the image created and its size info etc. PrintInstanceExtensions: list the instance extensions supported on you GPU PrintDeviceExtensions: list the device extensions supported on you GPU
OPEN ARENA 0.6 SOFTWARE
(about 80~100, seem too much?)ĭisplayResoList: list of the display resolution the render software provided. PipelineList: list the number of pipelines we have created for the shader stage. PrintMemUsage: GPU and/or CPU memory usage(for store image data, staging buffer and vertice buffer etc). Image chuck memory(device local) used: 8 Mīesides, the following new cmd only exist in vulkan renderer. Type \vkinfo in the console reports information about active rendering backend. Select the renderer in pull down window with cl_renderer vulkan
OPEN ARENA 0.6 .DLL
dll ) to where ioquake3's executableīinary directory. You can also compile the render module from this repository and copy the rendererīinary( renderer_vulkan_x86_64.so or. However, there may some I am not able to find and some I could not fix in a short time.įor people who want to try the vulkan based renderer on quake3's map, If i could find it, i will try to fixed it.
OPEN ARENA 0.6 CODE
Reduce aimless changing the code which tend to introduce bugs. I will take more time to learn Vulkan/OpenGL, data structureĪnd algorithm, computer network, operate system and compiler technology seriously, It's still too large to understand for a noob programmer likes me. Quake 3 arena released by ID 20 years ago, this code lead me to something deep.
OPEN ARENA 0.6 PC
Welcome to have test on your pc configuration and report the results. Resolutions, the driver version, operate system and library etc. I'm now curious about whether it is accurate or meaningful, there are many factors, such as the monitor's For example my notebook(i5 5200U, Gforce 840M),īut this notebook have a 1366x768 resolutions with ubuntu 16.04 installed, other computer is 1920x1080.

However it may run slower than opengl1 on older harware. In my test( See the benchmark blow), The vulkan-based backend run faster on newer hardware, Set com_hunkMegs to 256 instead of 128, otherwise it will quit and inform you hunkĪllocate failed when there are more player playing or in the case of some large map. It also consume more compute power and need more memory, You can play with the cvars(r_pbr, r_cubemapping, r_hdr, r_ssao. The opengl2 render module ported from ioq3 is more beatiful and powerful, The project is under developing, so always check the lastest build. If you want learn Vulkan, you'd better go to other place. On the textures,shaders,material provided).

Vulkan is just a 2D/3D render API, whether the rendered image is beautiful depend more ( Informing you in case of you are disappointed, It just fast prototype to get a feeling of vulkan API. The vulkan-based renderer have the nearly same visual effects with the default opengl1 renderer. I add a vulkan-based renderer to this game, its not a very good implement. It is mainly for myself to study Vulkan/OpenGL API and Quake3's engine, This project is a fork of OpenArena with specific changes to its renderer module.
