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The prevailing buzz is that we're also going to get a reveal for a new Quake with a female protagonist and a solid release date for horde mode. Don't care about the former but I really hope the latter pans out.Somewhat Doom related as the Quake remaster has all 3 expansions, 1 new expansion called dimension of the machine, mod support, the NiN soundtrack is back and cross play is Available. If you already owned the original Quake on steam you get the remaster for free.
I don't own the game on Steam, but from what I can tell from the Steam discussions and other forums is that this shit has major issues that the popular source ports just don't have, like input lag and unfaithful physics (shit that is downright required for Quake). This is, mind you, despite only running on Vulkan (and thus requiring much more recent cards, at least on the Nvidia side of things). Pretty disappointing they didn't just use an existing source port or something. Oh, and it requires a Bethesda.net account for fucking multiplayer lmao.Somewhat Doom related as the Quake remaster has all 3 expansions, 1 new expansion called dimension of the machine, mod support, the NiN soundtrack is back and cross play is Available. If you already owned the original Quake on steam you get the remaster for free.
It'll get patched.I don't own the game on Steam, but from what I can tell from the Steam discussions and other forums is that this shit has major issues that the popular source ports just don't have, like input lag and unfaithful physics (shit that is downright required for Quake). This is, mind you, despite only running on Vulkan (and thus requiring much more recent cards, at least on the Nvidia side of things). Pretty disappointing they didn't just use an existing source port or something. Oh, and it requires a Bethesda.net account for fucking multiplayer lmao.
The reason Id can't use source-ports for their re-releases has to do with GPL licensing being incompatible with Steam integration and console SDKs, so they are pretty much forced to do their own ports.I don't own the game on Steam, but from what I can tell from the Steam discussions and other forums is that this shit has major issues that the popular source ports just don't have, like input lag and unfaithful physics (shit that is downright required for Quake). This is, mind you, despite only running on Vulkan (and thus requiring much more recent cards, at least on the Nvidia side of things). Pretty disappointing they didn't just use an existing source port or something. Oh, and it requires a Bethesda.net account for fucking multiplayer lmao.
Funny that they're still pushing Vulkan because the creator of the Kex engine openly complained about Vulkan when Night Dive did the Turok 2 remake.The reason Id can't use source-ports for their re-releases has to do with GPL licensing being incompatible with Steam integration and console SDKs, so they are pretty much forced to do their own ports.
As for the inconsistencies, it's more of a case of the game running on the Kex engine instead of the regular Quake engine, mainly to have proper multicore support, which is necesary on consoles.
You can run it on DX11 using "+r_rhirenderfamily d3d11" as a launch command on Steam.
The new maps are good at least.
ID is notorious for not liking DirectX, as Carmack pushed for OpenGL instead when Quake came out, and they keep that desition to this day by using Vulkan.Funny that they're still pushing Vulkan because the creator of the Kex engine openly complained about Vulkan when Night Dive did the Turok 2 remake.
Does ID/Bethesda/Microsoft have some kind of stipulation where they HAVE to use Vulkan?
I tried that DX11 command line option and didn't fix the performance issues for me.ID is notorious for not liking DirectX, as Carmack pushed for OpenGL instead when Quake came out, and they keep that desition to this day by using Vulkan.
The DX11 render must be a leftover from previous Nightdive remasters.
My comment about Vulkan was poking fun at the fact that this port currently has input lag, despite using an API renowned for it's low-level hardware access that allows very low latency compared to other APIs. I have no idea how they managed that. Also, from what I understand they straight up hired the guy behind Doom 64 EX to work on the official version for PC. I was figuring that they would have done something like that at the very least; get the people who know the game inside and out to work on it instead of making a half-assed version.The reason Id can't use source-ports for their re-releases has to do with GPL licensing being incompatible with Steam integration and console SDKs, so they are pretty much forced to do their own ports.
As for the inconsistencies, it's more of a case of the game running on the Kex engine instead of the regular Quake engine, mainly to have proper multicore support, which is necesary on consoles.
You can run it on DX11 using "+r_rhirenderfamily d3d11" as a launch command on Steam.
The new maps are good at least.
Considering the initial controversy when he left the project, I'm leaning towards yes here.Have to wonder if Mick Gordon is conveniently omitting some important detail here.
Try the ballista + super shotgun quick swap combo. I think the problem with the AI is that you have to judge correctly how far away from him you have to be to activate his green-eye vulnerability phase.Dudes the first marauder fight wasn't bad but the second one is kicking my pure white aryan ass
My big issue is that I keep MH+SSGing the caco that spawns with himTry the ballista + super shotgun quick swap combo. I think the problem with the AI is that you have to judge correctly how far away from him you have to be to activate his green-eye vulnerability phase.