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Licensing: GPL engine and SDK game code Status Platform Architecture

Play Quake 4 on modern systems with an open-source engine and SDK-licensed game-code replacement built around the original retail assets.

Download the latest openQ4 release Star openQ4 on GitHub Fork openQ4 on GitHub Join the openQ4 Discord server

Get Started | Features | Player Guides | Build from Source | Technical Reference


openQ4 airdefense1 intro cinematic showing ships approaching Stroggos

What is openQ4?

openQ4 replaces the Quake 4 engine and game binaries with a GPL-covered engine and SDK-licensed, source-available game modules. It keeps the original game playable on modern PCs while improving visuals, audio, controls and everyday usability.

It is for players who want the original Quake 4 experience on today's hardware.

Note

openQ4 does not include Quake 4 assets. You still need a legitimate Quake 4 copy from Steam or GOG.


Features

  • Built for modern displays. Widescreen, ultrawide, multi-monitor, borderless and fullscreen setups all work. On 144 Hz and 240 Hz screens the camera, weapons and moving objects are drawn smoothly between the game's 60 Hz ticks, while gameplay, networking, demos and saves keep their original timing.
  • Optional visual upgrades. Bloom, HDR, anti-aliasing, soft particles, baked light grids, cel shading, a CRT filter and cleaner shadow maps, each one switchable.
  • A modern interface, still growing. The title screen, pause menu and loading screens are rebuilt as sharp, scalable screens; the other menus keep the classic look for now. If a modern screen can't be shown, for example because a mod brings its own main menu, the classic one appears instead. Prefer the classic screens throughout? See Modern and classic screens.
  • Real liquids. Wade, swim and drown in water, take damage in slime and lava, with underwater visuals and audio. Retail Quake 4 has no liquids, so they appear in maps built for them; see the Liquids guide.
  • Rich, reliable audio through OpenAL: Quake 4's room reverb, 3D headphone audio and your device's own speaker layout. macOS packages bundle their own, so there is nothing extra to install; see Gameplay Settings.
  • Controller support and quality-of-life fixes, including a better console and modern settings behaviour.
  • Play in VR (experimental). With a PC VR headset, play the campaign or multiplayer in stereo: look around with your head, aim with a motion controller, and get menus and cinematics on a floating screen. See the VR guide.
  • Play in your language. Menus and game text in English, French, German, Italian, Spanish, Brazilian Portuguese, Czech, Hungarian, Turkish and Ukrainian, plus Polish and Russian menus. Choose one in Settings > Game Options > Language; see the languages guide.
  • More single-player. Alongside the original campaign there is an experimental Arena Campaign: bot matches across five tiers of the stock maps, with boss matches and saved progress. The Awakening campaign is available too if you supply its content.
  • Better multiplayer (experimental): a server browser with sorting, filters and favourites, bots with team objectives and personalities, readable chat with history, Duel queues and spectator match controls.
  • A demo library and player with pause, speed, stepping, rewind and fast-forward, plus free-fly playback of full-match recordings.
  • Single-player and multiplayer in one install on Windows, Linux, Steam Deck and macOS.
  • A Vulkan renderer on Windows: a stable alternative to OpenGL, chosen with r_renderApi vulkan.
  • Physically based materials for mods. Maps and mods can ship PBR materials, with metalness, roughness, ambient occlusion, normal maps and glow, that render on OpenGL and Vulkan beside the stock surfaces, lit and shadowed by every light. Stock content looks exactly as before. See the PBR materials guide.
  • Renderer previews, all off by default: temporal anti-aliasing and dynamic resolution and volumetrics, reflections and indirect light.

See the Releases page for what changed in each version.


Screenshots

openQ4 bloom and HDR side-by-side comparison on mp q4dm2

Bloom and HDR on mp/q4dm2: normal rendering on the left, enhanced post-processing on the right.

openQ4 light-grid indirect diffuse off and on comparison

Baked light-grid lighting on mp/q4dm2, off and on.

openQ4 CRT post-process off and on comparison on mp q4dm8

The CRT filter on mp/q4dm8, off and on.

Tip

OpenGL is the default renderer on every platform. Vulkan is a stable alternative on Windows and experimental on Linux and macOS: set r_renderApi vulkan and restart to use it. If Vulkan can't start, openQ4 switches back to OpenGL automatically. On macOS, Vulkan runs through the bundled MoltenVK translation layer. See Display Settings → Renderer Backend.


System requirements

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.

Packages are available for Windows x64, Linux x64 and Steam Deck/SteamOS, with preview Linux ARM64, preview Apple Silicon/arm64 macOS and experimental Windows ARM64 builds:

  • Linux ships as directly executable AppImages and archives for x86_64 and aarch64. Linux ARM64 needs a desktop OpenGL compatibility driver.
  • macOS downloads are unsigned OpenGL/Metal bridge packages, and players have run them only on current macOS.
  • Windows ARM64 packages are built but have not yet been confirmed to run on real hardware.

See Getting Started for platform details.


Getting started

  1. Install Quake 4 from Steam or GOG.
  2. Download the latest openQ4 build from the Releases page.
  3. On Linux, make the matching x86_64 or aarch64 AppImage executable and launch it; for an extracted archive, launch openQ4-client_<arch> (or openQ4-steamdeck on Steam Deck).
  4. If openQ4 does not find your Quake 4 install automatically, follow the path setup notes in the Getting Started guide.

When upgrading, replace the whole openQ4 package rather than individual files.


Player guides

Start here

Play and tune

Mapping and modding


Compatibility

  • openQ4 targets the official Quake 4 retail assets and ships its own engine and game modules.
  • It is not a drop-in runtime for mods built on the original proprietary Quake 4 game DLLs.
  • Quake 4: The Awakening single-player is available from Single Player → Campaign once you supply its content, which is not included. It is unfinished alpha content, and its multiplayer changes are not supported. See the campaign guide.
  • The project is in beta development, so compatibility work is ongoing.

Reporting problems

Please use the issue tracker and include crash logs or setup details when you can. For macOS crashes, follow the macOS support-data guide first. Windows ARM64 and Linux ARM64 have their own issue templates; a report that everything simply worked is as useful there as a bug.


Contributing

Bug reports, compatibility reports, testing feedback, and code contributions are all welcome. To build openQ4 yourself, start with BUILDING.md; for project conventions, see CONTRIBUTING.md.

Developers can also find advanced configuration and file layout in TECHNICAL.md, experimental Android builds in Android, GLES and SigmaTouch, and the current implemented/experimental/missing status of every subsystem in the engine capability matrix.


Credits


License and disclaimer

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 src/game and src/mpgame is derived from the Quake 4 SDK and remains subject to id Software's SDK EULA. LICENSING.md distinguishes component terms and the unresolved linked-distribution licensing question. 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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