Search Members Help

» Welcome Guest
[ Log In :: Register ]

Page 2 of 2<<12

[ Track This Topic :: Email This Topic :: Print this topic ]

reply to topic new topic new poll
Topic: bad framerate in quake< Next Oldest | Next Newest >
 Post Number: 11
askheaves Search for posts by this member.
Ack!!!
Avatar



Group: Members
Posts: 1955
Joined: Sep. 2000
PostIcon Posted on: Feb. 11 2001,20:16  Skip to the next post in this topic. Ignore posts   QUOTE

How much 3D acceleration can you do in Quake I? I haven't played in years, so I don't know. I have to imagine that a lot of the slowdown is because so much geometry and floating point math is probably still being done by the CPU, not a graphics card. Even OpenGL (if that's what's going) has limitations on what can be farmed out to the card.
Offline
Top of Page Profile Contact Info 
 Post Number: 12
solid Search for posts by this member.
Kiloposter
Avatar



Group: Members
Posts: 1232
Joined: Dec. 2000
PostIcon Posted on: Feb. 12 2001,00:22 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

Hopefully you're not trying to run that ASCII quake in opengl? HEHEHE.. that'd be funny.
Offline
Top of Page Profile Contact Info 
 Post Number: 13
fatbitch Search for posts by this member.
FNG
Avatar



Group: Members
Posts: 489
Joined: Oct. 2000
PostIcon Posted on: Feb. 12 2001,00:33 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

hehe ascii opengl

the cl_maxfps command is the one, but that sets the max fps you can have, i.e it caps your fps to that number, so you cant get above that. i dont think theres a minfps command tho

Offline
Top of Page Profile Contact Info WEB 
 Post Number: 14
KL1NK Search for posts by this member.
the guy behind the guy
Avatar



Group: Members
Posts: 161
Joined: Jan. 2001
PostIcon Posted on: Feb. 12 2001,01:45 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

is your cl_maxfps set to 0?
Offline
Top of Page Profile Contact Info WEB 
 Post Number: 15
Rhydant Search for posts by this member.
I don't work here.
Avatar



Group: Members
Posts: 1843
Joined: Dec. 2000
PostIcon Posted on: Feb. 12 2001,03:07 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

quote:
Originally posted by fatbitch:
i said quake runs best at 72fps. longer jumps, higher rjumps etc.
hrm... i dont think becuase you see it, its better. sort of like if your playing a game (lets say UT) on a net server. you perform a little rocket jump, and you lag just a bit. just because you dont see how far you go doesnt mean you didnt go that far.
heh heh, i know it sounds weird, but it makes sense to me.

------------------
Make it idiot proof and someone will make a better idiot. The thing I hate most is that I didn't have a better idea.

Offline
Top of Page Profile Contact Info WEB 
 Post Number: 16
DuSTman Search for posts by this member.
70% water in a flexible container.
Avatar



Group: Members
Posts: 797
Joined: May 2000
PostIcon Posted on: Feb. 12 2001,11:46 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

quote:
Originally posted by askheaves:
How much 3D acceleration can you do in Quake I? I haven't played in years, so I don't know. I have to imagine that a lot of the slowdown is because so much geometry and floating point math is probably still being done by the CPU, not a graphics card. Even OpenGL (if that's what's going) has limitations on what can be farmed out to the card.

Well.. Glquake uses hardware transforms, believe it or not. A quake1 level has a really rather low resolution texture set, so I suspect that you can happily store all the mipmaps of all the textures in a level in memory on a 32MB card. Really I would expect it to absolutely fly.

GLquake automatically detects whether a card can do multitexturing, and uses that to blend in the lightmaps. That said, it uses the GL_SGIS_MULTITEXTURE opengl extension to do this, there is another one, though, called GL_ARB_MULTITEXTURE, which is the only one i'd previously heard of before looking into this.. I do not know, but i hypothesise, that the ARB simply adopted the sgi multitexturing ext as a standard..

There's probably an internal frame rate limit...

Offline
Top of Page Profile Contact Info 
 Post Number: 17
solid Search for posts by this member.
Kiloposter
Avatar



Group: Members
Posts: 1232
Joined: Dec. 2000
PostIcon Posted on: Feb. 12 2001,17:18 Skip to the previous post in this topic. Skip to the next post in this topic. Ignore posts   QUOTE

Dude just get a speed cheat for cs and let go of quake, lol.


But since Rhydant said that, exactly how big are the increments? a lot? a little? does it really matter that much? are we just doing this for the sake of arguement? am i just rambling on again? a.. oh.. yes i am.

Offline
Top of Page Profile Contact Info 
 Post Number: 18
ASCIIMan Search for posts by this member.
-- Insert Witty Title Here --
Avatar



Group: Members
Posts: 408
Joined: Sep. 2000
PostIcon Posted on: Mar. 05 2001,03:19 Skip to the previous post in this topic.  Ignore posts   QUOTE

Check out this article ( http://www4.tomshardware.com/mainboard/00q2/000508/index.html ) at Tom's Hardware. Then make sure you have the VIA AGP drivers installed. ( http://www.viatech.com/drivers/index_new2.htm )
Win2K treats everything like PCI without them, meaning you see framerates <= 72 fps.
Offline
Top of Page Profile Contact Info 
17 replies since Feb. 09 2001,23:49 < Next Oldest | Next Newest >

[ Track This Topic :: Email This Topic :: Print this topic ]


Page 2 of 2<<12
reply to topic new topic new poll

» Quick Reply bad framerate in quake
iB Code Buttons
You are posting as:

Do you wish to enable your signature for this post?
Do you wish to enable emoticons for this post?
Track this topic
View All Emoticons
View iB Code