RoQ was first developed for the FMV-based adventure game The 11th hour and was later adopted by Id for the Quake III engine and derivative games.
RoQ operates in a YUV 4:2:0 space. However, it was developed for a game released in the late 1994/early 1995 timeframe. Back then, cutting edge video was 640×480 at 256 colors or maybe 64K colors. and it was not feasible to take a large video frame and convert the entire thing from YUV -> RGB 30, 24, or even 15 times per second. However, RoQ’s design solved some of these problems.