QuakeIIxp is a multi-platform (windows, linux and freeBSD (experemental)) graphics port of the game Quake II developed by Id Software. Completely updated rendering takes full advantage of the latest graphics cards to get the perfect picture, preserving the original style of the game.




  • Real time per-pixel lighting and shadowing (like DooM3) with hi quality parallax mapping (relief mapping technology)
  • Oren-Nayar diffuse – GGX specular BRDF, Phong, Lambert and Sub-Surface Scattering lighting models
  • Cubemaps and caustic light filters
  • Light coronas
  • Editable GLSL shaders
  • 2d lighting for hud digits and menu tags
  • SLI friendly
  • In-game light editor
  • Advanced decal and particle system (infinity decals and soft particles)
  • Reflection (screen space local reflection) and refraction surfaces
  • Radiosity normal mapping with high resolution lightmaps
  • Postrocessing effects – fxaa 3.11, bloom, depth of field, radial blur, thermal vision, film grain, brightness/contrast/saturation, motion blur, ssao
  • OpenAL 3d audio engine with EFX (high-quality environmental audio sound effects both win and linux)
  • Raw mouse input for windows
  • Playing OGG and WAV music tracks from the hdd


Minimum System Requirements:


  • windows xp (deprecated now) or higher, ubuntu 10 or higher , freeBSD (experemental)
  • 2 core cpu with SSE2 1.8ghz
  • 2Gb system RAM
  • 2Gb on Hdd with The Reckoning mission pack
  • Full openGL 3.5 compatible 512Mb video card (gf9800gt class). Required GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_separate_shader_objects, GL_ARB_shading_language_420pack and GL_EXT_gpu_shader4 for FXAA from GL4+
  • Integrated sound card with openAL drivers


Recommended System Requirements:


  • windows 7 or higher, ubuntu 10 or higher, freeBSD (experemental)
  • 4 core cpu with sse2 3.4ghz
  • 4Gb system RAM
  • 2Gb on Hdd with The Reckoning mission pack
  • Full openGL 4.5 compatible 2Gb video card
  • Creative X-Fi sound card


Oren-Nayar Diffuse with GGX Specular BRDF Lighting


Radiosity normal mapping with high resolution lightmaps and SSAO


Light Cubemap filters


Depth of Field


Player Fashlight


Light Fog


Motion Blur


Screen Space Local Reflections and Light Caustics


Soft Particles


Skin Shader


Hi-Res Player Skins


3d Hud With Per-Pixel Lighting


Refraction Surfaces with Chromatic Aberration Approximation


Relief Mapping

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