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Any possibility for a console port? #411

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KingVulpes opened this issue Oct 13, 2024 · 10 comments
Closed

Any possibility for a console port? #411

KingVulpes opened this issue Oct 13, 2024 · 10 comments

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@KingVulpes
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KingVulpes commented Oct 13, 2024

Basically I'm just wondering if there could ever be a console port of the game since I think it would be the best way to showcase Pathtracing on the platforms, I got it running on a Steam Deck at 1080p 30fps which only has 8CUs and the current consoles have 3x-7x times more than that meaning they could run the game very well especially with how optimized it is.
I'm not sure who controls that because this is an NVIDIA project but Quake 2 is a Id Software property

@appetrosyan
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Fixing #7 would be a start. Not many consoles that use KB+M for control that I know of

@KingVulpes
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Fixing #7 would be a start. Not many consoles that use KB+M for control that I know of

Consoles like PlayStation and Xbox actually do support them, it's just not many games utilize the support for obvious reasons, the only game I know that does use it is Fortnite, but of course native controller support would be preferable

@apanteleev
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Besides controller support, the major issue with console ports is that they require a console SDK. Those SDKs are not freely available.

@Calinou
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Calinou commented Nov 18, 2024

Moreover, this source port is GPL-licensed, so a console port is plain impossible without asking all contributors that were involved with Q2PRO in its history. It goes pretty far back, so many contributors are now unreachable.

@KingVulpes
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Moreover, this source port is GPL-licensed, so a console port is plain impossible without asking all contributors that were involved with Q2PRO in its history. It goes pretty far back, so many contributors are now unreachable.

Well that's sad, one of the things I wanted to do was port it over to Metal for Apple Silicon

@res2k
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res2k commented Nov 18, 2024

Metal for Apple Silicon

That's not the same as a console port.
"Those SDKs are not freely available." means that you need to sign NDAs and whatnot* and get in trouble if you're accidentally publish an identifier from a header; Compared to that, Metal is a publicly documented API and you're free to make use of.
For a practical example, Qt has some code using Metal: https://github.com/qt/qtbase/blob/dev/src/gui/rhi/qrhimetal.mm
You can port Q2RTX to Metal. Just adhere to the GPL and publish your source code.

(*) I'm not actually a console dev, so consider that hearsay

@KingVulpes
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Metal for Apple Silicon

That's not the same as a console port.
"Those SDKs are not freely available." means that you need to sign NDAs and whatnot* and get in trouble if you're accidentally publish an identifier from a header; Compared to that, Metal is a publicly documented API and you're free to make use of.
For a practical example, Qt has some code using Metal: https://github.com/qt/qtbase/blob/dev/src/gui/rhi/qrhimetal.mm
You can port Q2RTX to Metal. Just adhere to the GPL and publish your source code.

(*) I'm not actually a console dev, so consider that hearsay

Ah, alright, thanks for the info

@appetrosyan
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https://github.com/PS5Dev/PS5SDK

This doesn’t seem like it’s official, but the port doesn’t have to be official.

@appetrosyan
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The main problem I can see here, is that this is GPLv2 only. Meaning that this port would have to also be re-licenced under GPLv2.

@KingVulpes
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https://github.com/PS5Dev/PS5SDK

This doesn’t seem like it’s official, but the port doesn’t have to be official.

To add on to this
Consumer Xbox consoles have a dev mode and they can support Mesa translation for OpenGL/Vulkan to DirectX and it supports UWP
So in theory, just using a consumer Xbox, I could develop an unofficial port

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