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Thread View: alt.games.quake3
4 messages
4 total messages Started by Anders Steinlein Wed, 03 Mar 1999 00:00
Q3 FPS tweaking
#1335
Author: Anders Steinlein
Date: Wed, 03 Mar 1999 00:00
36 lines
1589 bytes
Hello!

I played around with benchmarking tweaking in Q3 for a while, and
I got some results I thought some of you may be interested in:

Disable marks on wall (the "burn" marks on a wall after you shoot it)
    Ca. 1 FPS more.
Disable particles (the "tails" of the shots)
    Ca. 0.1 FPS more.
Disable dynamic lightning (the lightning produced by an explosion)
    Ca. 2 FPS more.
Setting texture detail to minimum (compared to maximum)
    Ca. 1 FPS more.
Setting down the resolution from 640x480 to 512x384
    Ca. 2 FPS more.

So to say, you don't gain much by just disabling one/two of the
options, but if you disable everything (except maybe the particles),
and set the texture detail to minimum, and maybe lower the resolution,
you gain a 3 - 6 FPS increase, which can help a bit if you have
extremely low FPS results.

The system I used for this "testing" was:

Pentium II 266 MHz
64mb SD-RAM
Creative Voodoo2 12mb

Anyone else been playing around with this?

Cheers,
--
Anders Steinlein
din...@online.no

Error, no keyboard - press F1 to continue.
Re: Q3 FPS tweaking
#1336
Author: Joffrey
Date: Wed, 03 Mar 1999 00:00
18 lines
891 bytes
Anders Steinlein wrote in message <36DDA20F...@online.no>...
>Hello!
>
>
>The system I used for this "testing" was:
>
>Pentium II 266 MHz
>64mb SD-RAM
>Creative Voodoo2 12mb
>


Hm, I get about 30-40 fps (timerefresh) at 1024x768 with a Celeron 450A,
64MB, Riva TNT ;-)

greetz,

Joffrey
FPS IDEA
#1337
Author: Dieter Seelig
Date: Wed, 03 Mar 1999 00:00
7 lines
1073 bytes
The important part is really where you do the timerefresh, because it's not
had to get those in some places, but in others with more details(faces,
polygons, textures) or even special effects like mirrors, which have to
basically create a second room to see the reflection, use much more
processor power, and video card power, so the FPS will be lower. A standard
demo to be run is what is needed. I say someone post one on a web page for
us all to download and try out.
Re: FPS IDEA
#1338
Author: Anders Steinlein
Date: Thu, 04 Mar 1999 00:00
19 lines
1375 bytes
Dieter Seelig wrote:

> The important part is really where you do the timerefresh, because it's not
> had to get those in some places, but in others with more details(faces,
> polygons, textures) or even special effects like mirrors, which have to
> basically create a second room to see the reflection, use much more
> processor power, and video card power, so the FPS will be lower. A standard
> demo to be run is what is needed. I say someone post one on a web page for
> us all to download and try out.

Actually, I used   timedemo   with the same demo all the time (one that I
made).... :-) That makes it a lot more accurate, as you say timerefresh
isn't.

--
Anders Steinlein
din...@online.no

Error, no keyboard - press F1 to continue.
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