View previous topic :: View next topic |
Author |
Message |
leileilol

Joined: 15 Oct 2004 Posts: 1321
|
|
Back to top |
|
 |
mh

Joined: 12 Jan 2008 Posts: 909
|
|
Back to top |
|
 |
leileilol

Joined: 15 Oct 2004 Posts: 1321
|
Posted: Thu Aug 12, 2010 11:10 pm Post subject: |
|
|
One thing I can see good out of this, is optimization. RTCW/ET somehow bloated the engine so much for some mysterious reasons causing it to be slow while not looking all that much better than Q3. Perhaps a drop-in D3D renderer would help?
And in case anyone is ever wondering, I lack lots of time so I probably won't be able to do a content project on the RTCWMP code (the mp game that isn't free), and if I did, the fans probably wouldn't like it or care anyway because of me dropping the ww2/nazi themes if I did one... though if I did one i'd have a more optimal technical direction without the infamous long load times. _________________
 |
|
Back to top |
|
 |
mh

Joined: 12 Jan 2008 Posts: 909
|
Posted: Thu Aug 12, 2010 11:36 pm Post subject: |
|
|
Well I'm not certain myself if I have much interest in doing an RTCW-based project at the moment, and I definitely don't have the time, but I am reasonably certain from some previous playing around with Q3A that there are a few things that can be done right now to improve performance. Top of the list should be switching it's vertex arrays from using 32-bit indexes to 16-bit indexes. If memory serves that alone got me maybe 25% extra from Q3A.
I don't subscribe to the "bloated == slow" theory, by the way. In fact it's weenix loony bullshit. Sometimes more code is needed for a faster path or a special case that just causes the exe to be larger as a consequence. DirectQ can weigh in at over 2 MB in some builds and nobody could call it slow (but yet I had to pull miracles out of the hat to get the size down just so that I could dispel the "bloat" crap, and all for zero performance difference). If ET is slow it's on account of something else. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
|
Back to top |
|
 |
Lardarse

Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK
|
Posted: Sun Aug 15, 2010 10:12 pm Post subject: |
|
|
ET also has issues where certain things (I forget what exactly, as it's been a while, but I think that uniform changing is one of them) happen at the wrong speed if sv_fps isn't 20. _________________ <ekiM> Son, you're writing data structures your CPU can't cache. |
|
Back to top |
|
 |
|