09philj said:
Quake. Not GLQuake, which is fine, but the regular version. Everything devolves into a blurry mess at range, and with the limited colour palette it's only worth looking at once to demonstrate why GLQuake is better.
Not really true. I find GLQuake is incredibly difficult to run at anything other than 640x480 on most hardware, while the DOS executable gets decent framerates at higher resolutions even using Dosbox.
GLQuake also has a number of other minor issues that regular Quake does not have:
-Fullbright textures, used for lights, are shaded. So a light in a dark room can be nearly as dark as everything else.
-Overbright lighting is not supported, so highly lit areas aren't.
-Textures must be powers of 2 (16,32,64 etc) while the original Quake has many textures that aren't. This is handled by scaling the textures to powers of 2 with point filtering which looks awful close up.
https://www.quaddicted.com/engines/software_vs_glquake
Good source ports fix all these issues, so if you use them it's easy to forget that GLQuake itself isn't that great.
Of course DOS Quake has it's own issues, most notably the fact that if your framerate exceeds 70 with vsync off the game speeds up, so if you want a high framerate you need to put vsync on, which halves your framerate when you cannot max it.
The best official Quake executable for modern systems is WinQuake, which looks like Dos Quake but gives you a nice smooth framerate at 1280x1024. Source ports like FitzQuake are better still though.