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Quake 3 Observations

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  • Quake 3 Observations

    First of all, the highest texture quality esp. in higher res's has huge performance impact, as does 32bit colour/textures at over 8x6. For example 1152, 16,16 3/4 textures trilinear 40 frames a second Demo2
    (low geometry, vertex lighting), while 1152, 32,32,full textures,triliniear about 4 frames a second. Secondly lightmapping, and high geometry seem to incur anout 10% performance penalty each at least a low res. Pretty nasty 20% performance penalty combined. Admittingly vertex lighting looks pants, although I saw no difference in ther low/high geometry some arches lokked a bit more angular although you can hardly notice ingame.

    I have been using the beta icd which is faster than the regular PD5.3 one. full textures incurs large performnace penaly on this, while it causes frequent crashes and lockups on the regular one.

    High quality textures slowdowns/32bit colour performance at high res can probably be accouted for by only 16Mb on my G400

    My preffered setup 1024,16,16 3/4 textures, low geometry, lighmap

    or 800, 32, 32, 3/4 textures low geometry, lightmap.

    I'd like to hear from other users to see if 32Mb and/or turboGL improves the situation!

    My system:
    Abit BX6-2
    Celeron @ 550
    G400 16Mb @ 140/186, no D/H PD5.3 (tested with both beta Icd and regular one) DX7.0
    SBlive Value
    128Mb Ram
    Win 98 (not SE)

    All tests conducted with high quality sound)

  • #2
    Sorry, forgot to add that I was testing Q3 DemoTEST

    regards

    Chris

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