Tag
Analysis showing that Michael Abrash's hand-crafted assembly optimizations nearly doubled Quake's framerate compared to pure C compilation.
A detailed guide on recreating the process of compiling Quake's win32 binaries using vintage tools like Windows NT 4 and Visual C++ 6, as done in 1997.
A developer recounts building a retro PC with a 3dfx Voodoo card to benchmark GLQuake, discussing hardware quirks and performance impressions.
A detailed retrospective on building a 1997-era Quake PC and benchmarking the VQuake hardware-accelerated version of Quake, focusing on the Rendition Verite 1000 graphics card and its unique features including bilinear filtering and fullbright support.
A detailed technical analysis of Quake performance on various 1990s CPUs and configurations, comparing Intel, Cyrix, AMD chips, and memory types under DOS and Windows 95.
The author documents the process of building a vintage PC from 1997-1998 to play all versions of Quake, covering hardware choices like the Pentium MMX, 3dfx Voodoo2, and Socket 7 motherboards.
A technical deep-dive into the historical reasons for creating WinQuake, a Windows-native version of Quake, and how it achieved performance close to the DOS version on Windows 95 and NT.
Technical documentation of four hidden diagnostic indicators (TURTLE, RAM, DISC, NET) in the Quake engine, explaining their purpose and how they help developers diagnose performance issues.
This article details how id Software engineered Quake's executable to run on both DOS and Windows 95 by utilizing the Windows 95 DPMI server and TCP/IP stack, enabling better multiplayer networking.