[MacGLQuake] main source of slowdown in GlQuake

Nicholas Lamkins nickl@reflexnet.net
Sun, 06 Aug 2000 20:54:51 -0700


I disagree.

1. GLQuake is faster than RAVE or 3Dfx Quake (well, at least 3dfx... don't
use RAVE too much).

2. GLQuakeWorld is slower than the respective versions.

3. The GLQW frame rate seems to be capped at ~62 fps. Even when standing
flat against a wall, the frame rate never exceeds 62. Look outside on even
one of the smaller Team Fortress maps and the frame rate drops drastically.

Disabling dynamic lighting doesn't help.

-- Nick

on 08/06/2000 20:03, The Greenwood's at greenwud@cstone.net wrote:

> Dynamic lights kill the frame rate with a sledgehammer (or perhaps a rocket
> launcher? :).  It's as simple as that.  Thankfully, the gl_flashblend 1
> implementation is better than it was in RAVE Quake.  To be sure, dynamic
> lights hurt the frame rate on any other version of Quake, but the effect is
> very visibly noticeable in MacGLQuake.  I have no idea why exactly this
> happens.
> 
> One other rendering "bug" I've seen is that the textures seem much more
> heavily mipmapped than they ever did in RAVE Quake.  Kinda like bilinear
> vs. trilinear filtering in Quake 3.  Actually, I bet that's it.  Did RAVE
> Quake run in trilinear filtering?  Maybe it's not fair to compare OpenGL
> and RAVE...
> 
> 
> - Grahf, aka Owen Greenwood
> 
> - Owen Greenwood
> 
> 
> 
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