Doom ported to any device, but it was hard to do with Quake because even though it was dated 1997 on a Mac, it already provided real-time computational lighting and lighting effects, but one programmer did the feat, and was able to make Quake works perfectly on nothing other than the Apple Watch 5.
For fans of the Old Guard, it is a bit impressive to see this classic 3D shooter running on a smartwatch, which at the time required the best computer that school and work reasons could justify. What was once a graphics miracle now runs on a wrist device with strict hardware limitations.
This feat is even more impressive because Thomas Wiesmsal, author of the Quake port, was able to fully support Cupertino smartwatch hardware, as a PCmag. This means that you can control the game via touch screen commands or even via the gyroscope.
Not only that: Quake is audio-complete and can even use the Apple Watch’s Digital Crown to raise or lower the bezel while gaming. Of course, the Apple Watch isn’t built for first-person 3D shooters, so running Quake on the Apple Watch isn’t a great idea.
But the feat remains: To make that possible, Thomas Wiesemsal set the Quake rendering engine to run on the WatchKit surface, at 640 x 480 pixels, all at 60 frames per second. The fundamentalists will also demand.
However, things were more difficult for audio, because WatchKit doesn’t support CoreAudio, so the port author was able to make it work using AVFoundation’s background audio. Except for top-down id, we won’t see Quake on the App Store for Apple Watch. In any case, geeks can try it using the project built on GitHub.