The QUAKE HD texture mod is BETTER than the Doom HD texture pack, and here's why! Let's look at the Quake 1 high resolution pack and the Quake Darkplaces source port it runs on. #Quake #Doom #IdSoftware
Honestly, I'd say it doesn't look good either though. Most of the textures have just too much contrast, especially for the corresponding geometry. Normal maps are also just way too intense on some textures, making spots that are sharply lit just look ugly. Plus not a lot of consistent design. I mean that all said, it's still pretty solid for volunteer efforts. But it'd be nice to see Quake get a professional-level makeover one day.
Meh, still prefer the *non* HD way. That said neutral upscale stuff looks good in doom and may work in quake tho. Also if done by professionals, like Doom Eternal.
Neural upscale in Quake 2 is pretty cool. It just makes the game's textures less low-res, so now you can actually read the text and stuff. But in Quake 1 it's pixel art so the upscale probably wouldn't work as well.
Theres a neural upscaling pack for Half Life thats also compatible with ultra HD models, which helps a lot since the models dont look nearly as odd with high resolution textures plastered all over them.
To me, HD textures in old games look strange on simple, boxy geometry, just like HD models do. Dynamic lighting like with Darkplaces helps, but IMO even advanced lighting still looks better with pixelated textures.
I'm ok with the lighting and water, but aside from those, I personally prefer base Quake. Not the kind of thing I'd use, but It's not something that would bother me in future videos.
For me, such "HD" packs usually are a detriment to the original atmosphere and feel of the game. In this particular case, all the grit and dread is gone.
@@johndahl2560 Exactly. Even if you increase the brightness the game can still be unplayable at certain points, this mod clearly makes the game much better. Also, this isn’t a horror game, so if you want all that grit and dread go play something like dead space.
Exactly how I feel dude. The textures, "enhanced" lighting and particle effects looks atrocious and extremely out of place. All the unnerving tension built up from the dark gritty environment, the eerie NIN ambient tracks, and the Lovecraftian monsters scouring the area, looking for you. Absolutely chilling. Then you get these mods that just ruin it all for the sake of making the game look "better" or "modern". Least put some effort in the right places, or let ID do the job if they ever remake/make another sequel Quake like they did with Doom.
Never been a fan of these mods without redesigned maps and hq models to go along with them. I much prefer stuff like the authentic model pack which are much higher detail models that fit with the original textures, when you have higher detail but still retro stuff Quake's style shines through much in the way that doom's pixel art does. Hexen 2 is still one of the best looking early 3d games though, the models and animations are incredible for the time
Thinking the models are unappealing or haven't age well is subjective, I play quake using Darkplaces and I always left the models and textures as they are because I love the way they look, and how the models textures twitch, and how the animations look like stop motion. Darkplaces have options to fix all of that but I just love them, it gives the game a very surreal appearance. Aesthetically, It is extremely pleasing to me.
I downloaded one texture mod that I can’t remember the name of that looked absolutely fantastic. It redesigned the textures to look more like a high resolution Quake 3. Only problem is that it took somewhere between 30 to 45 seconds for the map to load.
Quake HD is awesome. While I still prefer the chunky aesthetic of classic quake, I will definitely be introducing my nephew to Q1 with these enhancements. They really tie the experience together! Seriously, play Quake HD in the dark with the OST on using ear buds or headphones. It gets more tense than you might expect, even if you've played the base campaign multiple times like I have.
Quake is not comparable to nintendo 64 games. Its not only the first 3d fps but its artstyle is also unique and atmospheric to perfection! Its an unique art piece and a fantastic game.
The enemy models lack their identity due to shading, light and shadow muddying the browns and darks even more. In some way, lots of retro games have a cartoony definition to them. Just look at how Doom eternal translated a lot of enemies to look more classic, and in turn they look more defined and in some way cartoony. Quake had this, not as much as classic doom but it still had clear definitions that it conveyed when it came out. This was just the animator in my speaking, sorry.
The high resolution textures on the low poly models look jarring, although the lighting is very good looking. I would love to see a graphical update similar to Amid Evil or Prodeus, retaining the low res textures and low poly models but bringing high fidelity lighting into the mix. Where it stands, I prefer using coloured lightmaps and the authentic model improvements pack instead since they actually retains the original aesthetic of the game. I also think the low res textures in combination with the low poly models really work well to portrait lovecraft-inspired monsters as theres left up to your own interpretation. Dusk for example does something similar and some of the enemies in that game are genuinely horrifying the first time you come across them.
The Quake in HD on Epsylon looks interesting, but in Darkplaces not so much. When I try to record gameplays with this HD mod, everything looks terrible on the video. In general I prefer non HD versions.
I remember the RT World Shadows feature from Darkplaces Engine being very impressive as well. But they can occasionally drop your FPS tremendously, so a good GPU is recommended.
Yes finally a Quake talk, I love Doom but we have 20+ years of community hype activity especially with the coming of the epic DOOM ETERNAL. But we need a return of QUAKE as well. I personally prefer Quake 1 over every Doom except Doom 1 and Eternal, these 3 replace each other as the best FPS on different days. This High res pack is pretty suitable, cause they don't ruin the gloomy medieval/lovecraftian atmosphere of the OG Quake, there are many cool Quake mods out there as well, Quake 1.5 which is a massive campaign revamp, some great new modded maps, some neat weapon packs and now still waiting for the Arcane Dimensions justice, seriously the best mod I've ever played, how do you make Quake better? well you give it more lovecraftian themes, more color, variety but somehow still keep the creepy gloomy atmosphere, horrifying monsters and medieval/gothic environments and new tools and enemies to fit those themes, PURE PERFECTION. Also can't wait for the expansions' discussions as well as Quake 2 which feels like the origin of all military FPS. The levels layout and objective of mission: go activate/destroy object for level's event to unfold then next objective seems to have started with Q2.
the biggest problem with these packs is they don't change the models at all so they stretched this HD texture over the blocky low poly models and it looks horrible
While HD Quake is better than HD Doom, I still prefer my more pixelated look. Though, I do have the Authentic Model Pack as an autoload which keeps the classic look of the monsters but with a slightly higher polygon count.
I noticed that your gameplay has a bit of troubles with frame pacing. What sort of system config do you have? I feel like another thing that could be a contributor to low framerates is how Darkplaces handles trying to turn every static light into a dynamic light.
I remember one of the first HD mods for Quake way back in 2004-2005, being called Quake: Tenebrae. Basically porting Quake 1 into idTech 4 engine, so it resembled Doom 3 in aesthetics. IDK if these are needed. It's okay to check them out and judge yourself.
my problem is, way do i often see overuse of cracks, marble and oil paint effect on textures? i have yet to see someone actually does have the correct discipline to make proper old school textures in hi-res, and that doesn't need to be 8 megapixels, it can be 2 times or 4 times resolution of an classic style which would imply 512x512 or 1024x1024 textures, and it doesn't have to have filters on, i think that's the biggest killer. I might sound like and old boomer, but i remember so called HD textures back in the jDoom Doomsday days back in the early 2000, and boy it haven't change.
Over the years I've used many of these textures and models, in both SP Quake and Quakeworld, but eventually went back to original game look for SP and flat textures/no viewmodels for QW. Not that I'm playing QW online anymore haha, but a quick match against frogbots is sometimes a perfect stress relief.
I think Quake might be the only 90s game that actually blends well with HD mods. With most other games, the high-res textures and advanced lighting looks really bizarre with how simple the world geometry is, giving it almost an environmental uncanny valley feeling. But thing about Quake is that it's _supposed_ to be in that environmental uncanny valley. It looks abstract and primitive by nature, so the contrast between the high res textures and the basic environments actually add to the atmosphere, rather than detract from it.
I tried a lot of HD texture packs for different older games, from Unreal to Morrowind. And there is one huge problem with all of them - they look out of place on low poly models and with simple geometry. Cohesion is the key for appealing design. Did you ever watch the original Men in Black? Remember when that alien roach puts on some human skin to camouflage itself? That's how those textures look - bizarre and silly.
I've tried lots of HD packs and fancy engines like Darkplaces but I have always gone back to the low res textures and low poly models (though I do use an updated model pack). Part of the attraction of Quake, for me, is the abstract nature of the aesthetics. Low res assets add to that abstract feel. HD stuff, again for me, is a failed attempt to add realism which just ends up turning the beauty of quake into something more like "This old looking game now has a glaring polish added" - if that makes sense. Brutal architecture, abstract creatures and minimilist soundtrack all work in harmony to make Quake one of the most atmospheric virtual worlds I've ever visited. For me, I find Arcane Dimensions running on Quakespasm Spiked to be the perfect update. All vanilla Quake needs are some QoL improvements and some animation/model refinement and AD provides it all. :) PS: Sorry for the super wordy reply!
Check out Quake 1.5. It perfectly blends modern visual elements (dynamic shadows, lighting etc) with the vanilla old school textures. As for Quake HD.. well I'd give it a 7/10. Some levels look amazing, particularly ones in E2 and E3, but some feel plastic, like a cheap Unity game.. It is one of the better HD makeovers tho. Personally I'd stick with Quake Spasm.
The mission packs for quake 1 are awesome, I'd say scourge of armagon is probably my favorite of the two, but dissolution of eternity gets really good in the second chapter, with a real level of challenge that isn't matched by the base game
Kind of looked nice and I still occasionally drift back into Quake I so I may try it. The explosions look nice. "Improved" water effects always look a little metallic to me in games.
I agree that HD Quake is better than HD Doom. I think I even played the one in your video. I don't mind the hi-res textures, enemies, etc. but I'm not fan of the chenged lighting / some stuff appering reflective or glossy, which wasn't in the original.
What is your Quake source port of choice? You may have mentioned it before (hell, you might have mentioned it in this video and I missed it). I'm a Mark V guy, myself.
I did a metal trim, that horrible lock on 1:05 and the exit sign. that was bad photoshop cerca what? 2008? when did that project happen? I don't know if i did any others...
I like model updates for guns and enemies that keep the original style but are basically just more fleshed out and finished. Some of those original models are rough, definitely a byproduct of id kinda rushing some things in development. Otherwise I like the pixel art (particularly at 4K which reduces artifacting at a distance) too much to go for new textures myself. That said this pack does look a hell of a lot better than the doom equivalents that's for damn sure. Edit: Examples of ones I use: imgur.com/a/DDPwH6z
It's not for me, I prefer the original GLQuake look. My sources port of choice is Qakespasm-spiked which enables high frame rates above 70 so I can play buttery smooth on my 144hz display. So for me: GLQuake look, 1440p, 144hz 👌
I think quake 1 has aged very well visually, the enemies look grotesque and twisted, slightly disturbing, the texture art and architecture are phenomenal. Everything works together with a disturbing vibe. Most OpenGL ports mess up the lighting (something that is inevitable with games designed for a software renderer) and I think filtered textures just muddy up the details, I really like the software look with sharp pixels. I agree that this mod works well with quakes style, I just think the base game has aged better than you gave it credit for. I usually play quake through dark places with imported square particles, texture filtering disabled and all the settings lowered to the quake preset (stuff like real-time lighting disabled), I also remove the animation interpolation as I think the jerky animation adds to the creepy vibe the game has. Why use darkplaces when I barely if ever use its' features? Well I'm just used to it, I've tried a few other ports and never got used to them, I like darkplaces and it provides an authentic enough visual experience for me to want to use it.
For the hd mods aren't ugly or bad, they just look weird. They are just not right, probably becouse im usual to the low res ones, but they are still nice
At some point, darkplaces became too slow for me. Ran like melted butter on my old 970. But it runs like a pig on my 5700xt regardless of settings. I have read of others having the exact same situation. vkQuake runs great, but doesn't have the eyecandy that darkplaces has. :/ I am seeing slowdown all over the place in this video as well. Is darkplaces no longer updated? I haven't checked in years.
HD texture packs are uniformly and objectively bad. And usually made by people with big ambitions and little talent. "Oh yeah I'm just going to load up all this game's textures into Photoshop, upscale them to 4096x4096, add specular maps so everything looks glossy, and make terrible, overbearing normal maps out of the luminance channels." These are made, almost entirely, by people who don't even understand basic principles of lighting and shadow, let alone creating a cohesive look for a game. It looks, from a game design perspective, fundamentally bad and wrong. It also has the ironic inverse effect of making the game world look more dated. 4K textures on 1990s geometry is tacky and draws attention to how simplistic the 3D geometry is. It throws off the balance. And every single one of them, without fail, makes the game look darker and noisier because all those ridiculous normal maps are doing is adding more darkness and shadow to every single object. If any game studio released an HD texture pack for their old game, and it looked like any of these fan-made ones, people would have the devs office burnt down. They're just bad. And they make me sad.
Nice vid man. How does this compare to Quake 1.5 visually speaking? I want to get into Quake and wondering if I should start with this remaster kind of mod or go for Quake 1.5 (I do really like Brutal Doom although I dial the violence to low)
🙄Texture resolution does not equal level of detail. It doesn't work like that, if anything, it works in reverse. Increasing the resolution arbitrarily - only accentuates how bland everything is. Resolution is co-dependent on a level of that it can portray without omitting things (when too low) or detracting from the design (when too high). And the level of detail, in turn, depends on the ratio of ornamentation + set pieces divided by level space. As an example, take the difficulty selection area in Quake 1. Everyone is familiar with it. That area is highly detailed, relative to the small space of it. If we make that area 10 times the size - it will no longer be highly detailed, it will be bland. Same thing happens with textures, level architecture and level detailing - when resolution is increased far beyond the level of detail that it can facilitate. Bottom line: this looks very bad, and for multiple reasons.
I ran the original Quake in the 90ies on a P120 with 8MB RAM and no 3D acceleration just fine. How can this run "less than optimal" on modern hardware? In my mind this game even with HD textures should run on a Fitbit watch. Great video though, makes me want to give Quake another run :)
As a rule I don't like HD packs for Quake. However, this one, I'll make an exception for because it's clear that the artistic style of the original has been retained. The problem with HD packs in general is that they are so detailed while the game geometry is so basic. What I'd like to see is a tessellation upgrade that moves some of the detail to displacement maps
What I am seeing on your video is super ugly compare to what already existed in the 90s.. Quake glide mod for 3dfx cards back in the days, that is what made quake stand out, not some upscaled boxy graphics.. Glide changed the graphics to fast smooth and brought allot of light effects in to the game making it easier on the eye as well on the brain. I didnt have access to that mod. I tried searching internet for it with no luck, therefor for me quake was a bad game even if I could play it on max res, it was ugly just like the thing im seeing on your screen. You want good graphics in quake, then looking in to glide drivers and seeing what you can do to get that running now days is probably your best start, and once you get that running you can start upscaling textures to high res and build a worthy mod. Without glide running this game will remain looking like uber sht, and you wont change that no matter how much time you waste.
@@quetimporta7731 Coping? how old are you? five? And how am I wrong, we had 2 - 3 - 4 - enemy territory and Champions, none of them are as good as the Original, that's enough Strogg. Besides the setting, enemies etc.. is too similar to Doom. Strogg-Quake is like "store brand Doom" and in fact the reason why Quake games failed over and over it is because they were too generic. At least the original Quake has a unique setting and look to it, and could be expanded in interesting ways, not so much the generic Sci-fi setting of Quake 2-4.
Jesus T. Christ, what did they do to the fiend? Open-mouthed, drooling, walleyed and moronic with eyes on bulges, rather than the nasty, aggressive ... well ... fiend, with the tightly clenched teeth, slit eyes and single-minded purpose... That model/texture needs to go.
To me this looks like crap, the style of having normal maps and super high resolution on everything coupled with the low poly models looks so uncanny. Still better than the doom 3d stuff but that ain't saying much.
Quake is a religion to me. I avoid HD packs like a plague. Quake HD texture packs are out of place, they simply ruin the excellent Quake atmosphere, especially the monster texture packs. Also don't use darkplaces engine. Just play vanilla(or modded) quake in quakespasm or qss engine with texture filtering set to nearest neighbor. Do your self a favor.... don't use texture packs. Only thing worth instaling is faithful weapons fix.
Same. I use Quakespasm and try to keep it as vanilla as possible. (Menu demo enabled, original weapon model positioning, etc.) I only use Darkplaces if I want to mess around with the Quake 1.5 mod, Darkplaces' lighting and chimey sounds ruin vanilla Quake for me. I play with texture filtering turned off although I did come across an upscaled texture pack which as a purest I actually really like in this case. It's all of the stock textures exactly but bumped up to a higher resolution by an AI, making everything a lot clearer and sharper, and keeping it as original as possible.
Textures and models look good, but the effects and map textures are where the mod truly shines tbh
This Quake HD packs doesn't look bad
Honestly, I'd say it doesn't look good either though.
Most of the textures have just too much contrast, especially for the corresponding geometry. Normal maps are also just way too intense on some textures, making spots that are sharply lit just look ugly. Plus not a lot of consistent design.
I mean that all said, it's still pretty solid for volunteer efforts. But it'd be nice to see Quake get a professional-level makeover one day.
@@darkshadow851 DECENT
I don't think HD doom sprites are bad
Meh, still prefer the *non* HD way. That said neutral upscale stuff looks good in doom and may work in quake tho. Also if done by professionals, like Doom Eternal.
You are here too
Neural upscale in Quake 2 is pretty cool. It just makes the game's textures less low-res, so now you can actually read the text and stuff.
But in Quake 1 it's pixel art so the upscale probably wouldn't work as well.
Theres a neural upscaling pack for Half Life thats also compatible with ultra HD models, which helps a lot since the models dont look nearly as odd with high resolution textures plastered all over them.
To me, HD textures in old games look strange on simple, boxy geometry, just like HD models do.
Dynamic lighting like with Darkplaces helps, but IMO even advanced lighting still looks better with pixelated textures.
Чертовски прав
Makes me think of the ultra high res minecraft texture packs, they look terrible with minecraft's block geometry in my opinion.
@@Drillgon they look good only with shaders
I'm ok with the lighting and water, but aside from those, I personally prefer base Quake. Not the kind of thing I'd use, but It's not something that would bother me in future videos.
I've just finished watching video about H(D) Doom
What a timing
Yep, tak samo
It's my birthday, what a cool gift :)
Happy birthday mate! Have a great one. :)
For me, such "HD" packs usually are a detriment to the original atmosphere and feel of the game. In this particular case, all the grit and dread is gone.
Dude you can barely see anything on the old quake, its grainy and blurry and not made for these modern monitors.
@@johndahl2560 Exactly. Even if you increase the brightness the game can still be unplayable at certain points, this mod clearly makes the game much better. Also, this isn’t a horror game, so if you want all that grit and dread go play something like dead space.
Exactly how I feel dude. The textures, "enhanced" lighting and particle effects looks atrocious and extremely out of place. All the unnerving tension built up from the dark gritty environment, the eerie NIN ambient tracks, and the Lovecraftian monsters scouring the area, looking for you. Absolutely chilling. Then you get these mods that just ruin it all for the sake of making the game look "better" or "modern". Least put some effort in the right places, or let ID do the job if they ever remake/make another sequel Quake like they did with Doom.
Never been a fan of these mods without redesigned maps and hq models to go along with them. I much prefer stuff like the authentic model pack which are much higher detail models that fit with the original textures, when you have higher detail but still retro stuff Quake's style shines through much in the way that doom's pixel art does.
Hexen 2 is still one of the best looking early 3d games though, the models and animations are incredible for the time
BLOODSHOT
Good work on the Slayer's Testaments, really looking forward to the next update
Hexen 2 I'd underrated. Great game.
Quake HD in dark places is fucking great. Feels like a remaster. I wish it was easy to swap back and forth tho.
Thinking the models are unappealing or haven't age well is subjective, I play quake using Darkplaces and I always left the models and textures as they are because I love the way they look, and how the models textures twitch, and how the animations look like stop motion. Darkplaces have options to fix all of that but I just love them, it gives the game a very surreal appearance.
Aesthetically, It is extremely pleasing to me.
I downloaded one texture mod that I can’t remember the name of that looked absolutely fantastic. It redesigned the textures to look more like a high resolution Quake 3. Only problem is that it took somewhere between 30 to 45 seconds for the map to load.
There's actually a newer hd doom that uses high res sprites with more frames of animation, based off the new doom games.
Got link?
@@williamberry4597 czcams.com/video/pjHUCsrNeYQ/video.html
It's still a WIP and unreleased, but check the channel for updates
@@mk_jdilla thank you!
Quake HD is awesome. While I still prefer the chunky aesthetic of classic quake, I will definitely be introducing my nephew to Q1 with these enhancements. They really tie the experience together! Seriously, play Quake HD in the dark with the OST on using ear buds or headphones. It gets more tense than you might expect, even if you've played the base campaign multiple times like I have.
Quake is not comparable to nintendo 64 games. Its not only the first 3d fps but its artstyle is also unique and atmospheric to perfection!
Its an unique art piece and a fantastic game.
That's the thing. Pixel art will never fully age considering it's still being used now in a lot of indie and official titles
The enemy models lack their identity due to shading, light and shadow muddying the browns and darks even more. In some way, lots of retro games have a cartoony definition to them. Just look at how Doom eternal translated a lot of enemies to look more classic, and in turn they look more defined and in some way cartoony. Quake had this, not as much as classic doom but it still had clear definitions that it conveyed when it came out. This was just the animator in my speaking, sorry.
The high resolution textures on the low poly models look jarring, although the lighting is very good looking. I would love to see a graphical update similar to Amid Evil or Prodeus, retaining the low res textures and low poly models but bringing high fidelity lighting into the mix. Where it stands, I prefer using coloured lightmaps and the authentic model improvements pack instead since they actually retains the original aesthetic of the game. I also think the low res textures in combination with the low poly models really work well to portrait lovecraft-inspired monsters as theres left up to your own interpretation. Dusk for example does something similar and some of the enemies in that game are genuinely horrifying the first time you come across them.
The Quake in HD on Epsylon looks interesting, but in Darkplaces not so much. When I try to record gameplays with this HD mod, everything looks terrible on the video. In general I prefer non HD versions.
I remember the RT World Shadows feature from Darkplaces Engine being very impressive as well. But they can occasionally drop your FPS tremendously, so a good GPU is recommended.
Yes finally a Quake talk, I love Doom but we have 20+ years of community hype activity especially with the coming of the epic DOOM ETERNAL. But we need a return of QUAKE as well. I personally prefer Quake 1 over every Doom except Doom 1 and Eternal, these 3 replace each other as the best FPS on different days. This High res pack is pretty suitable, cause they don't ruin the gloomy medieval/lovecraftian atmosphere of the OG Quake, there are many cool Quake mods out there as well, Quake 1.5 which is a massive campaign revamp, some great new modded maps, some neat weapon packs and now still waiting for the Arcane Dimensions justice, seriously the best mod I've ever played, how do you make Quake better? well you give it more lovecraftian themes, more color, variety but somehow still keep the creepy gloomy atmosphere, horrifying monsters and medieval/gothic environments and new tools and enemies to fit those themes, PURE PERFECTION. Also can't wait for the expansions' discussions as well as Quake 2 which feels like the origin of all military FPS. The levels layout and objective of mission: go activate/destroy object for level's event to unfold then next objective seems to have started with Q2.
the biggest problem with these packs is they don't change the models at all so they stretched this HD texture over the blocky low poly models and it looks horrible
While HD Quake is better than HD Doom, I still prefer my more pixelated look. Though, I do have the Authentic Model Pack as an autoload which keeps the classic look of the monsters but with a slightly higher polygon count.
This. Arcane Dimensions mod also shows amazing results, considering it mostly stays within original Quake style and limits of textures and models.
Love the hd variants with pbr materials ...shiny textures are awesome for retro shooters..use them all the time with delta/quad touch
Quake 1.5 with its pixelated but more detailed models is great. And weapon models... Oh, the weapon models!
I noticed that your gameplay has a bit of troubles with frame pacing. What sort of system config do you have? I feel like another thing that could be a contributor to low framerates is how Darkplaces handles trying to turn every static light into a dynamic light.
They need to add all of the quakes to xbox one especially 1,2,& 4
I remember one of the first HD mods for Quake way back in 2004-2005, being called Quake: Tenebrae. Basically porting Quake 1 into idTech 4 engine, so it resembled Doom 3 in aesthetics. IDK if these are needed. It's okay to check them out and judge yourself.
I, personally, prefer the SD version instead. I think the HD textures highlight too much of the tech's limitations than extend it.
that doom 3 mod shamblers keep looked like a true quake 2
my problem is, way do i often see overuse of cracks, marble and oil paint effect on textures?
i have yet to see someone actually does have the correct discipline to make proper old school textures in hi-res, and that doesn't need to be 8 megapixels,
it can be 2 times or 4 times resolution of an classic style which would imply 512x512 or 1024x1024 textures, and it doesn't have to have filters on, i think that's the biggest killer.
I might sound like and old boomer, but i remember so called HD textures back in the jDoom Doomsday days back in the early 2000, and boy it haven't change.
I believe that some advanced Dynamic Lighting can help in making these older games look appealing again rather than those HD Textures.
Over the years I've used many of these textures and models, in both SP Quake and Quakeworld, but eventually went back to original game look for SP and flat textures/no viewmodels for QW. Not that I'm playing QW online anymore haha, but a quick match against frogbots is sometimes a perfect stress relief.
Have you considered doing videos on serious sam? Seems right up your alley.
I think Quake might be the only 90s game that actually blends well with HD mods.
With most other games, the high-res textures and advanced lighting looks really bizarre with how simple the world geometry is, giving it almost an environmental uncanny valley feeling.
But thing about Quake is that it's _supposed_ to be in that environmental uncanny valley. It looks abstract and primitive by nature, so the contrast between the high res textures and the basic environments actually add to the atmosphere, rather than detract from it.
I tried a lot of HD texture packs for different older games, from Unreal to Morrowind. And there is one huge problem with all of them - they look out of place on low poly models and with simple geometry. Cohesion is the key for appealing design.
Did you ever watch the original Men in Black? Remember when that alien roach puts on some human skin to camouflage itself? That's how those textures look - bizarre and silly.
Agreed. The Absolute HD mod for DOOM 3 is awesome, but the engine is superior.
Love the Ogre's. This looks really good.
im generally not a huge fan of hd packs for classic games, but this one has my respect for keeping the nine inch nails logo on the nails box.
I've tried lots of HD packs and fancy engines like Darkplaces but I have always gone back to the low res textures and low poly models (though I do use an updated model pack). Part of the attraction of Quake, for me, is the abstract nature of the aesthetics. Low res assets add to that abstract feel. HD stuff, again for me, is a failed attempt to add realism which just ends up turning the beauty of quake into something more like "This old looking game now has a glaring polish added" - if that makes sense.
Brutal architecture, abstract creatures and minimilist soundtrack all work in harmony to make Quake one of the most atmospheric virtual worlds I've ever visited. For me, I find Arcane Dimensions running on Quakespasm Spiked to be the perfect update. All vanilla Quake needs are some QoL improvements and some animation/model refinement and AD provides it all. :)
PS: Sorry for the super wordy reply!
Agree on why the Quake high-res stuff is better than Doom/DN3D. On a related note, do you even circle jump/strafe jump bro?!
I always feel like I'm in the minority on these things but I actually love the 3D doom
Subbed, great stuff mate! Keep it up ^^
Check out Quake 1.5. It perfectly blends modern visual elements (dynamic shadows, lighting etc) with the vanilla old school textures. As for Quake HD.. well I'd give it a 7/10. Some levels look amazing, particularly ones in E2 and E3, but some feel plastic, like a cheap Unity game.. It is one of the better HD makeovers tho. Personally I'd stick with Quake Spasm.
The mission packs for quake 1 are awesome, I'd say scourge of armagon is probably my favorite of the two, but dissolution of eternity gets really good in the second chapter, with a real level of challenge that isn't matched by the base game
Kind of looked nice and I still occasionally drift back into Quake I so I may try it. The explosions look nice. "Improved" water effects always look a little metallic to me in games.
I agree that HD Quake is better than HD Doom. I think I even played the one in your video. I don't mind the hi-res textures, enemies, etc. but I'm not fan of the chenged lighting / some stuff appering reflective or glossy, which wasn't in the original.
Should have done rygel's textures needs dark places though but looks AMAZING paired with romi lights is a whole new experience!
What is your Quake source port of choice? You may have mentioned it before (hell, you might have mentioned it in this video and I missed it). I'm a Mark V guy, myself.
Same!
@@FPMedia_ I use Quake spasm spiked because it has 144 hz support withouth game breaking. But Mark V is an awesome source port too!
I did a metal trim, that horrible lock on 1:05 and the exit sign. that was bad photoshop cerca what? 2008? when did that project happen? I don't know if i did any others...
If you want to cover some good doom mods, you should do Pillowblaster's mods: Russian Overkill, Trailblazer, and Guncaster (my personal fav)
I like model updates for guns and enemies that keep the original style but are basically just more fleshed out and finished. Some of those original models are rough, definitely a byproduct of id kinda rushing some things in development.
Otherwise I like the pixel art (particularly at 4K which reduces artifacting at a distance) too much to go for new textures myself. That said this pack does look a hell of a lot better than the doom equivalents that's for damn sure.
Edit: Examples of ones I use: imgur.com/a/DDPwH6z
It's not for me, I prefer the original GLQuake look. My sources port of choice is Qakespasm-spiked which enables high frame rates above 70 so I can play buttery smooth on my 144hz display.
So for me: GLQuake look, 1440p, 144hz 👌
I predict there will occasionally be comments of some people complaining the same way they do when you play DooM with texture filtering.
I think quake 1 has aged very well visually, the enemies look grotesque and twisted, slightly disturbing, the texture art and architecture are phenomenal. Everything works together with a disturbing vibe. Most OpenGL ports mess up the lighting (something that is inevitable with games designed for a software renderer) and I think filtered textures just muddy up the details, I really like the software look with sharp pixels. I agree that this mod works well with quakes style, I just think the base game has aged better than you gave it credit for. I usually play quake through dark places with imported square particles, texture filtering disabled and all the settings lowered to the quake preset (stuff like real-time lighting disabled), I also remove the animation interpolation as I think the jerky animation adds to the creepy vibe the game has. Why use darkplaces when I barely if ever use its' features? Well I'm just used to it, I've tried a few other ports and never got used to them, I like darkplaces and it provides an authentic enough visual experience for me to want to use it.
Quake 1.5 is amazing!
I'll stick to upscaled textures, since i mainly play Quakeworld anyway.
Love your vids!
Is this better than the quake enhanced version ? Just curious.
I unironically use this mod and prefer it over the vanilla
For the hd mods aren't ugly or bad, they just look weird.
They are just not right, probably becouse im usual to the low res ones, but they are still nice
Damn looks like i know what version of quake i will play :D
Great job showing on screen what you were talking about at any moment. Oh wait - you didn't do that....
Not looking bad for sure, but something is lost along the way. Too clean.
imho contrast on textures cranked up way too much and water looks like floating layer of oil
Looks like a modern indie game to me
Reminds me of DUSK.
Try the Quake 1.5 mod. It's pretty amazing.
Nah. Better to go for something like quake 1.5. Not much in the hd department, but it looks much better than this hd pack.
At some point, darkplaces became too slow for me. Ran like melted butter on my old 970. But it runs like a pig on my 5700xt regardless of settings. I have read of others having the exact same situation. vkQuake runs great, but doesn't have the eyecandy that darkplaces has. :/
I am seeing slowdown all over the place in this video as well. Is darkplaces no longer updated? I haven't checked in years.
Atleast it works with the geometry of levels
What's up with all the stutters in your recording?
Is there a way to get the quake hd lighting and classic textures
HD texture packs are uniformly and objectively bad. And usually made by people with big ambitions and little talent. "Oh yeah I'm just going to load up all this game's textures into Photoshop, upscale them to 4096x4096, add specular maps so everything looks glossy, and make terrible, overbearing normal maps out of the luminance channels." These are made, almost entirely, by people who don't even understand basic principles of lighting and shadow, let alone creating a cohesive look for a game.
It looks, from a game design perspective, fundamentally bad and wrong. It also has the ironic inverse effect of making the game world look more dated. 4K textures on 1990s geometry is tacky and draws attention to how simplistic the 3D geometry is. It throws off the balance.
And every single one of them, without fail, makes the game look darker and noisier because all those ridiculous normal maps are doing is adding more darkness and shadow to every single object.
If any game studio released an HD texture pack for their old game, and it looked like any of these fan-made ones, people would have the devs office burnt down. They're just bad. And they make me sad.
Nice vid man. How does this compare to Quake 1.5 visually speaking? I want to get into Quake and wondering if I should start with this remaster kind of mod or go for Quake 1.5 (I do really like Brutal Doom although I dial the violence to low)
What about Mark 2?
How did you get the weapon moving while aiming?
are you using darkplaces engine or epilson?
🙄Texture resolution does not equal level of detail. It doesn't work like that, if anything, it works
in reverse. Increasing the resolution arbitrarily - only accentuates how bland everything is. Resolution
is co-dependent on a level of that it can portray without omitting things (when too low) or detracting
from the design (when too high). And the level of detail, in turn, depends on the ratio of ornamentation
+ set pieces divided by level space. As an example, take the difficulty selection area in Quake 1.
Everyone is familiar with it. That area is highly detailed, relative to the small space of it. If we make
that area 10 times the size - it will no longer be highly detailed, it will be bland. Same thing happens
with textures, level architecture and level detailing - when resolution is increased far beyond the level
of detail that it can facilitate.
Bottom line: this looks very bad, and for multiple reasons.
Is there a way to add these textures and models into normal Quake without the fancy lighting? Also, can I use this with copper or other custom maps?
Oh, it's on a different source port than the Steam remaster release. I don't think it is compatible then.
Where the hell is postal 2 hd
I ran the original Quake in the 90ies on a P120 with 8MB RAM and no 3D acceleration just fine. How can this run "less than optimal" on modern hardware? In my mind this game even with HD textures should run on a Fitbit watch. Great video though, makes me want to give Quake another run :)
A link to this mod would be nice.
As a rule I don't like HD packs for Quake. However, this one, I'll make an exception for because it's clear that the artistic style of the original has been retained. The problem with HD packs in general is that they are so detailed while the game geometry is so basic. What I'd like to see is a tessellation upgrade that moves some of the detail to displacement maps
Do enemy territory quake wars!
this video looks compressed to hell, is it just my computer?
Quake really does not fit this imo, the textures dont fit the low poly environments so it looks super jarring.
Love it but good luck with expansion packs, they are a little finicky.
Quakes chunkyniess is more beutiful than HD mod
pls make a video about brutal half life
What I am seeing on your video is super ugly compare to what already existed in the 90s.. Quake glide mod for 3dfx cards back in the days, that is what made quake stand out, not some upscaled boxy graphics.. Glide changed the graphics to fast smooth and brought allot of light effects in to the game making it easier on the eye as well on the brain. I didnt have access to that mod. I tried searching internet for it with no luck, therefor for me quake was a bad game even if I could play it on max res, it was ugly just like the thing im seeing on your screen. You want good graphics in quake, then looking in to glide drivers and seeing what you can do to get that running now days is probably your best start, and once you get that running you can start upscaling textures to high res and build a worthy mod. Without glide running this game will remain looking like uber sht, and you wont change that no matter how much time you waste.
first
First on ur reply
@@morkgin2459 First to admit that im an alcoholic
@@jacoblangobard4640 first to
bruhleg
No
Weres the link to hd textures? Wheres this textures?
I dunno it just doesn't look right imo
I'd rather they brought back the Strogg than the "Lovecraftian' look but ok.
We have had enough Strogg, friend.
@@sopothetocho you're wrong but ok. Keep coping friend
@@quetimporta7731 Coping? how old are you? five?
And how am I wrong, we had 2 - 3 - 4 - enemy territory and Champions, none of them are as good as the Original, that's enough Strogg. Besides the setting, enemies etc.. is too similar to Doom. Strogg-Quake is like "store brand Doom" and in fact the reason why Quake games failed over and over it is because they were too generic. At least the original Quake has a unique setting and look to it, and could be expanded in interesting ways, not so much the generic Sci-fi setting of Quake 2-4.
@@sopothetocho k
Time for the Duke Nukem 3D HRP
Answer: Bad
Jesus T. Christ, what did they do to the fiend? Open-mouthed, drooling, walleyed and moronic with eyes on bulges, rather than the nasty, aggressive ... well ... fiend, with the tightly clenched teeth, slit eyes and single-minded purpose... That model/texture needs to go.
To me this looks like crap, the style of having normal maps and super high resolution on everything coupled with the low poly models looks so uncanny. Still better than the doom 3d stuff but that ain't saying much.
Ok, but the link???
Quake is a religion to me. I avoid HD packs like a plague. Quake HD texture packs are out of place, they simply ruin the excellent Quake atmosphere, especially the monster texture packs. Also don't use darkplaces engine. Just play vanilla(or modded) quake in quakespasm or qss engine with texture filtering set to nearest neighbor. Do your self a favor.... don't use texture packs. Only thing worth instaling is faithful weapons fix.
Same. I use Quakespasm and try to keep it as vanilla as possible. (Menu demo enabled, original weapon model positioning, etc.) I only use Darkplaces if I want to mess around with the Quake 1.5 mod, Darkplaces' lighting and chimey sounds ruin vanilla Quake for me. I play with texture filtering turned off although I did come across an upscaled texture pack which as a purest I actually really like in this case. It's all of the stock textures exactly but bumped up to a higher resolution by an AI, making everything a lot clearer and sharper, and keeping it as original as possible.
@@Loopy1330 u wrote a small paragraph
What about the latest Quake 1.5 build? A lot or people say it is best of both worlds
@@Emcfree2084 Haven't tried it yet.
@@Loopy1330 Thanks for responding. I tried it a year or so ago, but it is apparently improved on the graphics side since then
give me the link