[MacGLQuake] main source of slowdown in GlQuake
Nicholas Lamkins
nickl@reflexnet.net
Fri, 11 Aug 2000 22:24:44 -0700
on 08/11/2000 17:45, The Greenwood's at greenwud@cstone.net wrote:
>> 1. GLQuake is faster than RAVE or 3Dfx Quake (well, at least 3dfx... don't
>> use RAVE too much).
>
> Hmm, I'll have to do some timedemos and find out what the exact numbers are.
GLQuake vs. 3Dfx Quake: I get ~60fps in GLQuake and ~45fps in 3Dfx Quake
(timedemo demo1).
System is a G3/300 with a V2 and plenty of RAM. 640x480. Most features
enabled (shadows, etc...)
>> 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.
>
> Check the cl_maxfps cmdline option, possibly it's set at 62? Personally, I
> keep mine at 40 to reduce lag. btw, how are you measuring those frames per
> second? Using "timerefresh," I have found the numbers to vary wildly and
> be totally unreliable. The only way to get good numbers in Quake is with
> "timedemo," which I assume doesn't work in quakeworld?
>
Setting cl_maxfps to 0 or 72 makes no difference. Still limited to 62. I
know it's not a game setting that's causing the slow down. I'm using the
exact same settings between both versions. Changing a setting is not going
to help this massive slowdown... it's obviously something in the code.
I'm measuring current framerate in QW by using show_fps 1.
-- Nick