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SW or GL Quake: what minimal resolution we need nowadays ?

 
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What is the minimal video resolution you need to play ?
320 x 200 (ugh)
26%
 26%  [ 5 ]
320 x 240
0%
 0%  [ 0 ]
512 x 384
0%
 0%  [ 0 ]
640 x 400
26%
 26%  [ 5 ]
640 x 480 or higher
47%
 47%  [ 9 ]
Total Votes : 19

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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sat Jan 06, 2007 9:07 pm    Post subject: SW or GL Quake: what minimal resolution we need nowadays ? Reply with quote

I'd appreciate your feedback in this poll. Note please, that I am not asking if you guys want higher resolutions (I already know the answer Very Happy); instead, what I want to determine is if I can safely drop the lower video resolutions supported by the original SW / GL Quake in my next project. That's why you won't find all possible video resolutions in the list, but only the lowest ones (that I believe is safe to get rid of without prejudice to anyone).
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Entar



Joined: 05 Nov 2004
Posts: 422
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PostPosted: Sat Jan 06, 2007 9:31 pm    Post subject: Reply with quote

I usually never play at less than 640x480, and I normally play at 640x480 or 800x600. But why would you want to eliminate those options? Seems like you'd leave 'em in for the odd player who has an old computer or likes the old timey feel.
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venomus



Joined: 24 May 2005
Posts: 44

PostPosted: Sun Jan 07, 2007 12:14 am    Post subject: Reply with quote

Thing is even moderately high resolutions in SW will pwn slow processors. And let's face it, most computers running SW Quake out of necessity (i.e: no 3D acceleration at all) are unlikely to be running on anything much faster than a P2.
I don't think there's as much of a demand for high resolutions in SW Quake* as there is for being able to play at 320x200 on a Ł20 laptop.


*There may be a demand for easily reverting to the feel of SW Quake, e.g. turn off all the eye candy with one option (that includes all texture filtering).
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Sun Jan 07, 2007 1:08 am    Post subject: Reply with quote

Yeah, I agree with Venomus - keep the 320x200 for the older machines, and for the classic Quake look!

For GL, however, I'd probably say 640x480 is the minimum.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Sun Jan 07, 2007 2:54 am    Post subject: Reply with quote

I much preferred software to hardware on my P2 233 MHz, and I always used 640x400 because it was smooth enough (and 640x480 was noticeably slower).
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Sun Jan 07, 2007 7:50 pm    Post subject: Reply with quote

Entar wrote:
I usually never play at less than 640x480, and I normally play at 640x480 or 800x600. But why would you want to eliminate those options? Seems like you'd leave 'em in for the odd player who has an old computer or likes the old timey feel.


The problem is not the engine itself. I was planning to use some assets that would require higher resolutions (12x12 or 16x16 conchars versus the current 8x8, for example). But looks like lots of people are using 320 x 200. Frankly I am surprised because even when I had no hardware acceleration back in 199x I used to play at higher resolutions than VGA mode 13h Smile. Oh well... Rolling Eyes
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RenegadeC



Joined: 15 Oct 2004
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PostPosted: Sun Jan 07, 2007 7:53 pm    Post subject: Reply with quote

For software I use 640x480, or 800x600
For hardware I only use 1024x768 and above.
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venomus



Joined: 24 May 2005
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PostPosted: Sun Jan 07, 2007 11:54 pm    Post subject: Reply with quote

What stops you from selecting conchar size based on resolution. Unless you are actually making a mod with new HUD elements.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Tue Jan 09, 2007 3:32 am    Post subject: Reply with quote

venomus wrote:
What stops you from selecting conchar size based on resolution. Unless you are actually making a mod with new HUD elements.


My idea was to create higher resolution versions of as many assets as possible (conchars being only an example, a complete menu overhauling with customized gfxs is part of the to do list). Having to support resolutions below to 640 x 480 means either a) resample all gfx to lower resolution (with a crappy final result) or b) creating lower versions of those assets (which means more effort to a one-man-project). Both are possible but far from ideal options.
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venomus



Joined: 24 May 2005
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PostPosted: Thu Jan 11, 2007 10:22 pm    Post subject: Reply with quote

I would go with the resample option as long as its still readable. If not then either use simplified or the old assets. That is infinitely preferable to dropping support IMHO.
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