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Looks like vkQuake is getting updates again?

sprfter21 · 10 Sep 2026 at 01:33 · permalink

Pretty much just coming back to Quake after a long hiatus (yep, those new Machine Games levels are awesome) and getting the lay of the current source port land - seeing a lot of posts suggesting that vkQuake is no longer maintained, but that doesn't appear to be the case at all? There are still lots of commits going in to the repo: https://github.com/Novum/vkQuake/commits/master/

Anyone more familiar now how it currently compares to Ironwail, which seems to be the default recommended source port these days?

jokreqq · 10 Sep 2026 at 01:34 · permalink

vkQuake is great, and is very much being actively developed and improved. It's my favorite Quake project because of how the team has managed to capture the retro Quake feel so well while leveraging Vulkan to get such great performance and nice modern features. Try it out!

Sprocket · 10 Sep 2026 at 01:34 · permalink

vkQuake had a development hiatus in 2023 but development resumed in 2024.

sprfter21 · 10 Sep 2026 at 01:34 · permalink

Ah, awesome. Glad to see they resumed, I really enjoyed using it a few years back, grabbed the source and built it just before (because why not) and it looks like it still works great, it even just detects the remaster install from steam for the game data, which is neat as (apparently ironwail does this too).

norbiihace · 10 Sep 2026 at 01:35 · permalink

Love vkQuake, was perfect for my iOS/visionOS port. VR mode is a blast.

almdkdooqodjcbzb · 10 Sep 2026 at 01:35 · permalink

I hope it becomes compatible with the new expansion soon, I love this source port.

sprfter21 · 10 Sep 2026 at 01:35 · permalink

Looking at the last few days of commits it looks like some work has been done specifically for compatibility with Dawn of the Machine, hopefully in the next release it will be.

merenclktn35 · 10 Sep 2026 at 01:36 · permalink

Novum quit developing it for a bit, but now he and VSO update it frequently.

ZchrisZssjGod · 10 Sep 2026 at 01:36 · permalink

Is vkQuake recommended more than Ironwail? If so, why?

sprfter21 · 10 Sep 2026 at 01:37 · permalink

Haha, my question was the opposite, I see Ironwail recommended a lot, but last time I played a few years ago I used vkQuake.

ZchrisZssjGod · 10 Sep 2026 at 01:37 · permalink

My wild guess is that they're comparable then :) I asked ChatGPT about it and it told me that Ironwail has better performance, which is helpful on large, open maps whereas vkQuake offers support for custom particles and lighting / shadow effects which are absent from Ironwail.

I think that you can't go wrong with either.

SnakebiteKarma · 10 Sep 2026 at 01:37 · permalink

unfortunately the appimage is difficult to install on Bazzite, so I'm just gonna stick with Ironwail

sprfter21 · 10 Sep 2026 at 01:38 · permalink

Being able to easily install and play on your OS definitely seems like a deciding factor.

Bio-Vizier · 10 Sep 2026 at 01:38 · permalink

What's hard unless maybe set the AppImage file executable (chmod +x ) ?

Bio-Vizier · 10 Sep 2026 at 01:38 · permalink

Both are great and best in class. Especially with the improvements in the upcoming vkQuake 1.36 which should not be too far off.

On NVIDIA and Windows, Ironwail cannot do borderless properly (that's because of the NVIDIA driver forcing fullscreen anyway) while vkquake can. Borderless is the way to go for instant Alt+TAB and Windows overlay (for example sound volume) displaying properly.

It can be mitigated in Ironwail in the NVIDIA App for ironwail.exe, changing "OpenGL/Vulkan present method" to "Prefer layered on DXGI SwapChain", but it has an impact on framerates (which should not be a problem except on very old GPUs).