DirectQ is a port of Quake to Direct3D 9. Originally made because I was annoyed with the low quality of some OpenGL drivers, it has since evolved into a high-performance, high-capacity engine with a rich set of features.
The objectives of DirectQ are:
A High-Performance Engine
DirectQ replaces the original Quake renderer with a new Direct3D 9 renderer that takes full advantage of features on modern hardware such as vertex and pixel shaders, vertex buffer objects, geometry instancing, non-power-of-two textures, and so on. Rather than use these for eye-candy DirectQ uses them to produce a clean, stable and solid image that is a faithful reproduction of the original software Quake, and to accelerate rendering in areas where traditional Quake engines typically run into trouble. This enables it to run up to 8 times the speed of a traditional Quake renderer in complex scenes and under heavy loads – even on fast high-end modern hardware – chewing up high polycounts, large open areas, heavy dynamic lighting and hordes of enemies with ease.
A High-Capacity Engine
DirectQ is capable of loading and running all current limit-breaking maps. Many limits have been completely removed, and it is one of the highest-capacity engines you can download.
A Player-Friendly Engine
Many Quake engines target modders, mappers or coders. DirectQ targets the player, making the job of running Quake simpler and smoother than ever before. No command-line options are necessary (although they can be used if you wish), you can switch between games, change maps, and run demos from the menus, it automatically tunes it’s memory usage for the current requirements and allocates dynamically so that you never run out, and it can even detect where you have Quake installed to if you install DirectQ wrongly. For console-junkies, many commands are extended with full TAB autocompletion
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