From 4ca926dee52529e3fe2ab10db00dd558c775e131 Mon Sep 17 00:00:00 2001 From: Krzysztof Kondrak Date: Sat, 5 Jun 2021 19:00:07 +0200 Subject: [PATCH] Updated README.md --- README.md | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index d433382..56b4566 100644 --- a/README.md +++ b/README.md @@ -11,12 +11,11 @@ This is the official Quake 2 code v3.21 with Vulkan support and mission packs in - world colors have been slightly upgraded - the game's original, darker look can be toggled with the `vk_postprocess` console command - 64-bit support, additional screen resolutions and DPI awareness have been added -- underwater vision effect similar to software renderer has been implemented +- underwater vision warp effect similar to software renderer has been implemented and enabled by default - antialiasing and sample shading is now natively supported - anisotropic filtering toggle has been added - players can now change texture filtering modes from within the video menu - mouse acceleration has been disabled -- player vision is now warped by default when underwater - console contents can be scrolled with a mouse wheel - HUD elements, menus and console text are now scaled accordingly on higher screen resolutions (can be overridden with the `hudscale` console command) - viewmodel weapons are no longer hidden when FOV > 90 @@ -150,6 +149,11 @@ Acknowledgements - LunarG team and the Khronos Group for their invaluable help and resources - Dorian Apanel and the Intel team for technical support, inspiring email discussions and blazing-fast reaction to driver bug reports! +See also +=== +- [SauRay](https://github.com/HonestGamingInc/vkQuake2_SauRay) - a server-side anti-wallhack solution using hardware accelerated ray-tracing, using vkQuake2 as a PoC +- [yquake2/ref_vk](https://github.com/yquake2/ref_vk) - Vulkan Renderer Library for Yamagi Quake 2 based on vkQuake2 + Known Issues === - some Intel GPUs may ignore texture filtering settings in video menu if anisotropic filtering is enabled - this is in fact not an issue but rather a result of anisotropic texture filtering being implementation-dependent