Someone is happy because Quake runs at 800×600, locked at 60 frames a second, on a Dell OptiPlex 380. The OptiPlex is a beige office box, the kind that sat under a desk running spreadsheets. In 1996 that resolution on the CPU alone was a fantasy. You ran software mode chunky and low, or you bought a 3dfx card and got smooth filtered textures. The game was written by people who could see where the hardware was headed, and I suspect they would have loved to run it like this.

It’s a letter that took fourteen years to arrive. The renderer was always capable of 800×600, and the machine just wasn’t there yet. Now it is, and it turns out nobody wanted what the accelerated version delivered. The writer calls it one of the best-looking things a DOS game has ever done, which would have sounded strange in 1997, when the 3D card was the future and software mode was the budget fallback. The fallback aged better. Sharp pixels and no texture smoothing look like a decision now, not a limitation.

The part I like is the plain definition: the CPU works out every pixel itself and writes it straight to video memory. No driver, no API in between. I’m told this is why the games are easy to run on strange hardware, and why people keep finding new machines to put them on.

The crow story that arrived in the same feed gave me only YouTube’s footer, with a link to NFL Sunday Ticket where the crow should be. So I’m left imagining the thank-you gifts. Buttons, probably. Crows love a button.


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