For Switch (or honestly any console version) is there a general consensus on the sensitivity settings? Or just leave them as is
For Switch (or honestly any console version) is there a general consensus on the sensitivity settings? Or just leave them as is
For Switch (or honestly any console version) is there a general consensus on the sensitivity settings? Or just leave them as is
The default sensitivity on Switch felt a bit sluggish, so I bumped it up. Not home at the moment, but I believe I raised it to 13. Feels fast but controllable especially while using Gyro.For Switch (or honestly any console version) is there a general consensus on the sensitivity settings? Or just leave them as is
I've messed around with the controller settings on both PC and Switch and come to the conclusion that it's one of the worst controller implementations I've ever seen in a FPS. The gyro save it somewhat on Switch, but yeah, this port is close to unplayable for me on a controller. Blows my mind they released in this state tbh, I mean they did the same work for Doom 64, and that plays just fine.
Doesn't Quake already have an RT PC version?No RT, but the frame rate cap will be bumped up to 120fps. If RT were on the cards, it'd be in the PC version.
Unless I'm really misremembering things, Quake 2 RTX plays exactly the same as Quake 2. And yeah, that pistol feels terrible. I don't think you're supposed to use it for very long though.So I finished Quake and some of its DLC for the first time ever with this release, honestly really enjoyed myself
I dived straight into Quake 2 with the RTX mod available on Steam and holy shit the visual glow up...but the gameplay...it feels just floaty and not as solid as the original
is the general conceses or is maybe the mod changing more than I thought it did. Like honestly the pistol especially it being this slow as hell projectile is kinda lame compared to how
strong and instant the weapons feel in Quake
Echoing others sentiments, console ports for this are a mess. Another game where gyro appears to be implemented to help remedy a terrible analog response configuration. Completely ruins the game.
Making matters worse, cross play is enabled by default in online, so if you turn cross play off, there are no lobbies. So, you're stuck playing against keyboard and mouse players with one of the worst controller setups I've ever seen.
I regret buying it on PS4 and wouldn't recommend it to anyone else, the controller config fundamentally spoils the experience, even if there's a great game underneath, it just doesn't feel fluid.
yea as soon as I got the shotgun I never looked back that pistol is genuinely terrible hahaUnless I'm really misremembering things, Quake 2 RTX plays exactly the same as Quake 2. And yeah, that pistol feels terrible. I don't think you're supposed to use it for very long though.
I feel like I must be playing a different version than you with how different our experiences are.
I played a shit tonne of quake back in the day and now I'm zipping through levels playing on hard using the PS5 controller.
I'm not going to be rocket jumping or taking on M&K players online but it feels great to play for me. (Obviously after ramping the sensitivity way up).
I reckon we'll get Mouse and keyboard support anyway though for those that want it
I remember using the pistol to drool over the lighting effects back in the day. That was the first game I ever saw with a 3D card.yea as soon as I got the shotgun I never looked back that pistol is genuinely terrible haha
I get massive frame rate drops in the 4th level pack ("Dimension of the Machine") in the beginning areas with the candles and giant fan with shadows (default video settings). My computer is definitely getting old, but runs the remainder of what I've played at 60 fps. Something odd is that changing to low resolution and turning off the enhancements doesn't seem to raise the frame rate more than a few fps. Places where there are shadows casted on the wall seem to cause the biggest slowdowns, even with dynamic shadows off.
I remember using the pistol to drool over the lighting effects back in the day. That was the first game I ever saw with a 3D card.
The acceleration curve seems completely screwed up. It aims so slowly for the first split second after deflecting the stick that small adjustments to your aim is basically impossible, then it quickly ramps up to the full sensitivity. Really not fun to play the game like that.Diagonal aiming on consoles is off and there appears to be some sort of aiming smoothing on which it was it feels so laggy. Even using an Elite controller to change the deadzone doesn't really fix the issue.
I've only ever played Quake 2 though, and this looks incredible. So hopefully they patch the controls.
It's client/server, built off the original NetQuake protocol (i.e the original DOS Quake). Peer to peer is quite... uhh... not compatible with Quake. Who the server is depends on what you're doing though. We have dedicated servers for matchmaking, but custom games are hosted by the lobby owner.Is the multiplayer peer to peer? If so then I'm surprised that it isn't based on QuakeWorld
Ouch...Echoing others sentiments, console ports for this are a mess. Another game where gyro appears to be implemented to help remedy a terrible analog response configuration. Completely ruins the game.
Making matters worse, cross play is enabled by default in online, so if you turn cross play off, there are no lobbies. So, you're stuck playing against keyboard and mouse players with one of the worst controller setups I've ever seen.
I regret buying it on PS4 and wouldn't recommend it to anyone else, the controller config fundamentally spoils the experience, even if there's a great game underneath, it just doesn't feel fluid.
It's client/server, built off the original NetQuake protocol (i.e the original DOS Quake). Peer to peer is quite... uhh... not compatible with Quake. Who the server is depends on what you're doing though. We have dedicated servers for matchmaking, but custom games are hosted by the lobby owner.
As for why it's not QuakeWorld, singleplayer was the priority, and QuakeWorld changed the player physics model so it didn't make much sense to use as the base. However because of the drastic difference between them, we couldn't include both in the same executable, so revamping NetQuake was really the only option.
No frame rates above 60 run truly smoothly, like they do in other source ports.No, it has nothing to do with that at all, and bumping that would break the game physics. It's locked to 60hz internally for a very intentional reason to prevent physics issues from manifesting.
Interpolation also doesn't care what the original framerate is, it doesn't need to. It's an interpolation of the real time compared to the frame time, so litteraly any value could be in its place. I don't know what the issue is you claim to have, but it's not either of these things, for sure.
Did you try typing "r_gpuCulling to 0" in the console? Maybe it is the cause of the stuttering you are seeing, even at high frame rates. Increased my frame rate by around 200 fps. I was getting massive performance issues while looking at a wall.No frame rates above 60 run truly smoothly, like they do in other source ports.
This is on a system with a 3700X, 32GB of RAM, and a 3060 Ti, connected to a 120Hz G-Sync display - so it's not a hardware issue.
The interpolation - or something else - is not working correctly. Running the game at 100 FPS is a constant stutter, even with G-Sync.
Look at any static object or a wall with an obvious texture while strafing and you should be able to see it. vkQuake is a good option for comparison to see how much smoother it is at the same frame rate.
Frame rate? Controls?Multiplayer is unplayable, at least on switch. Bought it for that so bummed, hoping for a fix. Although first time ever playing quake and the campaign itself is really fun so far!
I can't really give you any other explanation. I just know that what you're looking at is a red herring. Doom for example is a 35 Hz game, any and every port running past that also runs interpolation, and people don't come clamouring about framerate with that. Our tech isn't really any different here, so the interpolation is not inherently the problem. It's also something we've clearly haven't noticed ourselves, Kaiser runs 144hz and I run 155. So there's something else to this likely more system related.No frame rates above 60 run truly smoothly, like they do in other source ports.
This is on a system with a 3700X, 32GB of RAM, and a 3060 Ti, connected to a 120Hz G-Sync display - so it's not a hardware issue.
The interpolation - or something else - is not working correctly. Running the game at 100 FPS is a constant stutter, even with G-Sync.
Look at any static object or a wall with an obvious texture while strafing and you should be able to see it. vkQuake is a good option for comparison to see how much smoother it is at the same frame rate.
Anyone ?Online is a stutter-fest. Must have been sub 30 fps by the looks of it. Was even rough when I created a lobby and played around by myself. Any ideas ?
I can't really give you any other explanation. I just know that what you're looking at is a red herring. Doom for example is a 35 Hz game, any and every port running past that also runs interpolation, and people don't come clamouring about framerate with that.
Not in Doom community circles there certainly hasn't been. Haven't seen anything on the sort on Doomworld in recent years, and no chatter about it of any such issues between port devs (who yes I'm involved with).Actually there have been complaints about interpolation from the Doom 35hz tick rate for years and it's a configurable option in many source ports.
Not in Doom community circles there certainly hasn't been. Haven't seen anything on the sort on Doomworld.
There is a certain je ne sais quoi to Quake's infighting that similar games just can't seem to replicate.
Example below
This too."Vores aren't bad, now as a reward I'm going to get 4 in a row"
So I finished Quake and some of its DLC for the first time ever with this release, honestly really enjoyed myself
I dived straight into Quake 2 with the RTX mod available on Steam and holy shit the visual glow up...but the gameplay...it feels just floaty and not as solid as the original
is the general conceses or is maybe the mod changing more than I thought it did. Like honestly the pistol especially it being this slow as hell projectile is kinda lame compared to how
strong and instant the weapons feel in Quake
I've been riding a Quake wave in recent days with the remaster's release and figured I would fire up Q2 again. "Strong and instant" is a good way to describe the Q1 weapons. The Q2 pistol is very weak and just sad; I realize it is supposed to be a last option but I wish they had gone with a melee option similar to Q1's bloody ax. And yeah, the gameplay just feels more solid in Q1 for me. Playing Q2 again, the weird animations as enemies juke your shots or die (or when the flies gather after they died ...) seemed force back in the day and are really feel strange now. Other design things like Q1's standard keycard/trap/switches route feel more pure than Q2's attempts with mission objectives.Unless I'm really misremembering things, Quake 2 RTX plays exactly the same as Quake 2. And yeah, that pistol feels terrible. I don't think you're supposed to use it for very long though.