We take Spidey for a websling through the Big Apple. How does it fare in the superhero gaming space? Click through for more!
Hands-On with Spider-Man - Arkham by Day?
Those familiar with the Plantronics line will no doubt be pleased to learn that the new RIG 500 features excellent audio response.
Plantronics RIG 500 Pro Esports Edition Review
We go behind the scenes of Wargaming's World of Warships to discuss the process behind bringing historical vessels into the game.
The Story Behind Bringing Naval History into World of Warships
The new HTC Vive Pro offers improved VR image quality with a new notable issues.
HTC Vive Pro Review - Premium VR
Post by Steve Farrelly @ 09:16pm 11/08/16 | 8 Comments
Our good mate Chris Stead who recently attended QuakeCon got an interesting bit of information out of id's Tim Willits who revealed that Quake Champions wasn't running on their id Tech 6 game engine.

Revealing the info over at Finder, Stead asked Willits about Quake Champions being "compatible with Vulkan API", which eventually lead to the revelation that Quake Champions is actually running on a hybrid id Tech-Saber Interactive engine, and that it's all about speed. So, is there a problem with speed on id Tech 6? Because Doom is very fast. Is there something more to this? Should we be worried that Saber Interactive is involved at all?
We had such success with Vulkan and Doom that Robert Duffy, our chief technology officer, was like, “alright guys, this worked out well for us. So we need to do it [with Quake].” But we still have to look at it, because Quake Champions’ technology is part id tech, but also part Saber tech. It is not on Id Tech 6 [game engine]. If it was, it would be all good with Vulkan and we would be happy.
All I can say is "hrm..."

What are your thoughts?

quake championsidquakedoomgame engine

Latest Comments
Posted 09:28pm 11/8/16
Lets be honest the IDTech Engines were only decent in SP game environments even then there were many hickups in the earlier days.

A new engine with vulkan sounds like good platform options and opportunities for the current pc gamer.
Posted 09:34pm 11/8/16
Saber are more than just involved, aren't Saber pretty much the ones making the game?
Posted 09:40pm 11/8/16
https://www.periscope.tv/w/1nAKEbzbrzXGL some leaked ingame footage
Steve Farrelly
Posted 10:06pm 11/8/16
Also guys, I leave for Gamescom on the weekend and will be chatting to Willits later in the week specifically about QC, so if you have any specific questions you'd like me ask, please drop them in here
Posted 10:08pm 11/8/16
Will it have a SnapMap feature and/or modding is probably the main one. He has been pretty coy about it so far, I know he said he doesn't even know if it will be free to play or not yet.
Posted 09:37am 12/8/16
Lets be honest the IDTech Engines were only decent in SP game environments even then there were many hickups in the earlier days.

What? Ever since QuakeWorld which was forked from the Quake engine, id's engines have had a server/client architecture that is designed specifically for multiplayer functionality. Quake 3's netplay is still fantastic in high and low latency environments, it was far ahead of its peers at the time and still holds up today.

last edited by SwissCM at 09:37:34 12/Aug/16
Posted 09:48am 12/8/16
Im talking about idtech engine doom3, rage and all the other games mate.... We all know the q3 engine is great and the many decent games that came from it *thumbs up*
Posted 10:06am 12/8/16
Yeah, so was I. Every idtech engine after quakeworld used a client/server paradigm even when playing singleplayer.
Commenting has been locked for this item.