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4 posts • Page 1 of 1
Protocultor
Posts: 13
Joined: Sun Jul 28, 2024 10:39 pm

Quake 2 OpenGL ES 1.0 renderer, for any Pi model, 60+ FPS

Sun Jul 28, 2024 10:47 pm

This has been asked for years, and I've suceeded in making it:
https://github.com/yquake2/yquake2
(Original pull request: https://github.com/yquake2/yquake2/pull/1128)

To see how it looks: https://youtu.be/eeijJNQFGKo
This reaches 71 fps at 1920x1080 resolution in a Raspberry Pi 3 B+, using Raspbian Buster, when running timedemo 1 and map demo1.dm2.

If you have compiled Yamagi previously, you are ready to go. If you don't, you'll need some packages:

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apt install build-essential libgl1-mesa-dev libsdl2-dev libopenal-dev libcurl4-openssl-dev
Then, change to the cloned repo (master branch) and run:

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make with_gles1
Files appear in the release directory. To use the GLES1 renderer, run the game with:

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./quake2 +set vid_renderer gles1
Other OSs may not support GLES1, but if they support GL1, they can use the new gl1_lightmapcopies cvar to improve performance. Just pull down the game's console, type gl1_lightmapcopies 1 and restart the game.

Instructions for RetroPie (automatic compilation and setup, will install the demo if needed):
https://retropie.org.uk/forum/topic/358 ... y-pi-model

If you have a Pi Zero, please test this, I'm interested to see how it behaves in one. I know a Zero 2 W runs it without trouble.
Last edited by Protocultor on Sun Oct 20, 2024 12:31 am, edited 1 time in total.

Protocultor
Posts: 13
Joined: Sun Jul 28, 2024 10:39 pm

Re: Quake 2 OpenGL ES 1.0 renderer, for any Pi model, 60+ FPS

Sun Oct 06, 2024 3:22 pm

This has been updated to add some new performance options, which will be useful even when using normal GL1.
Add these in your autoexec.cfg:

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set g_machinegun_norecoil 1
set aimfix 1
set g_quick_weap 1
set g_swap_speed 2
set ogg_ignoretrack0 1
set s_openal 0
set gl1_discardfb 1
set gl1_lightmapcopies 1
If you're using Arch, Bookworm or Bullseye, also add:

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set gl1_pointparameters 0
This will give you "roundish" particles, instead of the square ones.

cjan
Posts: 1192
Joined: Sun May 06, 2012 12:00 am

Re: Quake 2 OpenGL ES 1.0 renderer, for any Pi model, 60+ FPS

Sun Oct 06, 2024 10:44 pm

how to play new games?
./quake2 +set game xxx, no luck.

Protocultor
Posts: 13
Joined: Sun Jul 28, 2024 10:39 pm

Re: Quake 2 OpenGL ES 1.0 renderer, for any Pi model, 60+ FPS

Mon Oct 07, 2024 12:09 am

cjan wrote:
Sun Oct 06, 2024 10:44 pm
how to play new games?
./quake2 +set game xxx, no luck.
I'm assuming the base game works for you. Otherwise, you'll have to give more info on what you did.
For the expansions/mods, you'll have to clone and compile them separately. These are the ones I've tested:
The Reckoning: https://github.com/yquake2/xatrix
Ground Zero: https://github.com/yquake2/rogue
CTF: https://github.com/yquake2/ctf
Zaero: https://github.com/yquake2/zaero
make on each will generate a different release/game.so; you'll have to copy every game.so to different subdirectories where you have the game installed.
E.g. if you have the game installed in ~/Quake2, and you want to compile xatrix:

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git clone https://github.com/yquake2/xatrix
cd xatrix
make
mkdir ~/Quake2/xatrix
cp release/game.so ~/Quake2/xatrix
Don't forget to copy pak0.pak of this expansion to the ~/Quake2/xatrix/ directory. After this, you'll finally can play The Reckoning:

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~/Quake2/quake2 +set game xatrix

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