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Play Quake 4 on modern systems with an open-source engine and game-code replacement built around the original retail assets.
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openQ4 is an open-source replacement for the Quake 4 engine and game binaries, built to keep the original game playable on modern PCs while improving presentation, audio, controls, packaging, and day-to-day usability.
It is designed for players who want the original Quake 4 experience with a cleaner path to running it on today's hardware.
Note
openQ4 does not include Quake 4 assets. You still need a legitimate Quake 4 copy from Steam or GOG.
Important
I am getting the question a lot - particularly in the past week or two (Aug 2026) - so I feel I need to emphasise this point now: openQ4 is not compatible with legacy Quake 4 game code. This includes the recent Awakening leak by Justin Marshall. This position won't (and cannot) change. An Awakening mod for openQ4 isn't off the cards, however.
Important
Another point to make, as sadly luddites have become more common rather than less in 2026 and certainly more vocal than ever. Yes, this software is mostly vibe coded and with the extensive work that has gone into it it wouldn't be humanly possible to achieve without a small studio. That does not mean it isn't thoroughly checked and tested by multiple people, it also doesn't mean it is unsafe for use, nor does it mean we don't understand the codebase. It does have a few remaining issues to iron out - remaining macOS support being the main one - but as feedback will show it is otherwise stable. Whether you choose to follow unsubstantiated claims by luddites is entirely up to you, but I would first take a moment to examine their track records before presuming their expertise and credibility on the matter.
You need a legitimate Quake 4 install plus the openQ4 package that matches your operating system and CPU architecture.
| Tier | Practical target |
|---|---|
| Minimum | 64-bit CPU, 4 GB RAM, a working OpenGL compatibility driver with ARB2-era vertex/fragment program support, and about 12 GB free for the openQ4 package plus retail Quake 4 assets. Use the minimum or lowpower performance preset on constrained systems. |
| Recommended | Modern quad-core CPU, 8 GB RAM, OpenGL 4.1+ compatibility-class GPU with 2 GB+ VRAM, current graphics drivers, and 15 GB+ free. For high resolutions, quality, or ultra, 16 GB RAM and 6 GB+ VRAM gives much better headroom. |
Packaged support currently focuses on Windows, Linux x64, Steam Deck/SteamOS, preview Linux ARM64, and experimental Apple Silicon/arm64 macOS. Linux ARM64 requires a desktop OpenGL compatibility driver and remains preview until real-hardware Wayland gameplay, audio, and input signoff is accepted. See the Getting Started guide for the platform-specific requirements and caveats.
Bloom and HDR on mp/q4dm2 from the same loadscreen camera: normal rendering on the left, enhanced post-processing on the right.
Baked light-grid indirect diffuse on mp/q4dm2, shown off and on from the same loadscreen camera.
CRT post-processing on mp/q4dm8, shown off and on with a clean no-HUD camera.
A second CRT comparison on mp/q4dm6 shows the same post-process across a brighter indoor arena.
Renderer backends: OpenGL remains the default and recommended release renderer on every platform. The Vulkan backend is experimental and opt-in (r_renderApi vulkan, applied on engine restart), but now renders the stock Quake 4 material-program families, including environment and heat-haze effects, displacement and depth/blur post effects, and guide-driven parallax, custom-lighting, water, and refractive-glass stages. Vulkan also supports 4x MSAA with SMAA. On Windows and Linux it drives a Vulkan driver directly. Apple ships no Vulkan driver, so on experimental macOS the same module runs on top of MoltenVK, a Vulkan-on-Metal translation layer bundled inside both existing macOS packages — a runtime option rather than a third download, and not a Metal renderer. Broader parity and platform validation are still in progress, so visual artifacts or instability remain possible; an initialization failure falls back safely to OpenGL. See Display Settings → Renderer Backend.
Need the step-by-step version? Start with docs/user/getting-started.md.
Developers and testers should use the engine capability matrix for authoritative implemented/experimental/missing status, the idTech 5-level modernization roadmap for the compatibility-safe implementation order, the shared interaction-lighting contract, shared fog/blend contract, and shared material-deform contract for the default-off ownership and rollback boundaries, the loading/cache contract for the source-authoritative preload and generated-cache boundary plus pending evidence, and the stock-asset baseline for reproducible PK4, SP/MP, save/load, demo, log, and engine-screenshot evidence.
If you run into problems, please use the issue tracker and include crash logs or setup details when possible. For experimental macOS crashes, use the macOS support-data guide before filing or updating an issue.
Bug reports, compatibility reports, testing feedback, and code contributions are all welcome. If you want to help build the project itself, start with BUILDING.md. For details on how to report issues, submit changes, and follow project conventions, see CONTRIBUTING.md.
openQ4 engine code is licensed under the GNU General Public License v3.0. See LICENSE for details. Files retaining Doom 3 or Doom 3 BFG Edition headers also retain their upstream notices and are accompanied by the corresponding published Additional Terms; the source-provenance inventory records their scope, pinned audit references, and intermediate lineage without offering a legal conclusion.
The game-library code in openQ4-game is derived from the Quake 4 SDK and remains subject to id Software's SDK EULA. Quake 4 assets remain the property of id Software and ZeniMax Media.
openQ4 is an independent project and is not affiliated with, endorsed by, or sponsored by id Software, Raven Software, Bethesda, or ZeniMax Media.
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