I play on vkQuake with nearest-neighbor texture filtering, square particles, and the "classic" water warping effect and lighting effects, alongside 8x MSAA, 16x anisotropic filtering, high-resolution widescreen, etc. This keeps the art style consistent with the look of the original Quake, while still allowing for the benefits of hardware 3D acceleration.
The software renderer has this gritty feel that is integral to the art I feel.
That said, the 3dfx was impressive at the time, and I was very jealous of my buddy who got one.
Would be a bit challenging with the palette but should be doable.
Latency would be slightly higher but I guess one could implement the important parts[1] of the software renderer on the GPU.
[1]: https://fabiensanglard.net/quake2/quake2_software_renderer.p...