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01 / vkQuake / Windows 11

Inferno Pointcloud

Overview

The whole of Quake, as points

A GPU holographic point-cloud renderer for vkQuake on Windows 11. The entire Quake world, brushes, models and effects alike, is rebuilt every frame as a dense point cloud held in a persistent Vulkan SSBO, culled and compacted on the GPU, and drawn with a single indirect call.

Every particle keeps a stable ID from frame to frame, so the cloud is anchored to the geometry it was sampled from rather than re-rolled. Four styles are selectable at the console. Inferno is the reference look: amber-lidar terrain, scarlet monsters with white-hot internal cores, heavy bloom and chromatic aberration.

It is renderer-only. Gameplay, entity state, QuakeC, demos, RNG, collision and AI are untouched, and r_holo 0 restores stock vkQuake.

Specification

Tech spec

Inferno Pointcloud technical specification
HostvkQuake
PlatformWindows 11
APIVulkan
Particle storePersistent SSBO
CullingCompute shader, per particle
IdentityStable particle IDs across frames
CompactionGPU, no CPU readback
Draw pathIndirect drawing from GPU-written counts
Stylesr_holo_style — Cyber, Spectral, Plasma, Inferno
PostBloom, chromatic aberration
ScopeRenderer only. Gameplay, QuakeC, demos, RNG, collision, AI unchanged
Off switchr_holo 0 — stock vkQuake

Features

What it does

  • Dense world sampling. World brushes, alias models and sprites are all sampled into one cloud, so the scene reads as a single scan rather than a set of decorated meshes.
  • Persistent SSBO. The particle set lives on the GPU across frames. Nothing is re-uploaded per frame beyond the entity transforms the game already produces.
  • Compute culling and compaction. Frustum and distance culling run in compute; survivors are compacted into a tight buffer and the draw count is written by the GPU.
  • Indirect draw. One indirect call per pass. The CPU never learns how many points made it through.
  • Stable IDs. Each point has an identity that survives across frames, so the cloud does not swim, flicker or re-seed when the camera moves.
  • Four styles. r_holo_style switches between Cyber, Spectral, Plasma and Inferno without a restart.
  • Inferno look. Amber-lidar terrain, scarlet monsters with white-hot cores, heavy bloom and chromatic aberration.
  • Strictly a renderer. Demos play back identically, multiplayer stays in sync, and r_holo 0 puts everything back.

Media

Gallery

Links