DirectQ is NOT GLQuake

This page exists in order to point out one of the more critical things you might need to know about how DirectQ differs from GLQuake.

Dynamic lights and multitexture could often be slow in GLQuake

With GLQuake there were certain things you used to need to do in order to get good performance. Things like setting gl_flashblend to 1 or disabling multitexture.

DirectQ is NOT GLQuake

The reason why things like dynamic lights or multitexture were slow in GLQuake is not because they're slow.

GLQuake sucked

Everything to do with the implementation of dynamic lighting and multitexture in GLQuake was wrong.

GLQuake did it wrong

At every step along the way it did what is probably the worst possible thing for performance. DirectQ does not do this.

DirectQ does it right

These things were slow in GLQuake. They're not slow in DirectQ. In fact, any test build I've ever made that allows them to be disabled has turned out to be slower than just using them. Often much slower.

Dynamic lights and multitexture are not slow in DirectQ