Quake 64 Video Settings (Quake Rerelease)

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Published on ● Video Link: https://www.youtube.com/watch?v=7-bvcWZiYb8



Quake
Game:
Quake (1996)
Duration: 30:18
699 views
31


This is an alternate video setting for the Quake 64 DLC in the new KEX Quake Remastered engine. As opposed to simulating a CRT screen, this is as if you were playing Quake 64 with an Ultra HDMI N64 mod. You can enter the commands below in the console (` key)...

r_crtmode 0
scr_dosresolution 1
r_textureMode linear_mipmap_linear
r_antialiasing 1
cl_animlerping 0
r_rhimaxanisotropic 1
snd_musicvolume 1
snd_volume 0.5

And then you should be good to go to replicate the video above. Here’s what they do…

- r_crtmode 0 - This disables the CRT filter and gets rid of the screen and scanline effects.
- scr_dosresolution 1 - This simulates a 320 x 240 resolution which Quake 64 natively ran at. Helps compensate for the low texture resolution in Quake 64.
- r_textureMode linear - The N64 had a 3-point linear texture filter but this filter is slightly nicer than what the N64 had.
- r_antialiasing 1 - The N64 had a type of anti-aliasing, which helps with low resolution detail.
- cl_animlerping 0 - The Quake 64 monsters had jerky animation movement, this enables that.
- r_rhimaxanisotropic 1 - Reducing anisotropic filtering seems to increase some sharpness
- r_ambientOcclusion 1 - Quake 64 was pretty dark, this helps add a bit of darkness but also gives depth to corners.
- snd_musicvolume 1 - The Quake 64 remaster soundtrack is quiet so this helps.
- snd_volume 0.5 - Until they bug fix it, this helps balance out the sounds to music.

I once thought that turning off the texture filtering on Quake 64 would have great results, like Doom 64! But what I learned is that they really had to sacrifice texture quality to make it onto a Nintendo 64 cartridge. They did compensate with a kick ass soundtrack and colored lighting though. But then it became a war making Quake look good with low-resolution and inconsistent texture quality. The N64’s 3-point linear texture filter did hide the inconsistent textures, thus texture filtering is needed in general. On the N64, Quake had lower color depth output which produced color bands around the textures. Often this is a bad thing, but on the N64 it gave the low-resolution textures some structure. Also the N64 had a proprietary “dither filter” to smooth out some bands and add grain. This did help give the textures some detail too, but also produced a vaseline-like blur on the graphics. So it was a tricky war of balancing. With my settings above, I did a similar war, but hopefully with some improvements.







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