Especially if the previous you had seen was this:
What this means is that my VBO locking optimizations worked and I pulled another 10-15 frames from the "difficult" ne_tower scene. The previous Marcher shot that I got 60 on is now locking at 72 on the same hardware (DirectQ's FPS counter is one off owing to a rounding error; I'll fix it when I can be bothered).
This is almost motivating me to start looking at occlusion queries again, as I definitely feel that I can get ne_tower locking at 72 as well. I'm so close and I know that if I get a solution to the heavy use of complex torch models I will be there or thereabouts.
A coupla things I didn't bother putting VBOs on: particles (I tried it and they were much slower - obviously this rendering paradigm doesn't suit particles too well), brush model alpha surfaces (I probably will sometime but it would mean writing the same rendering loop a fifth time over, so I need to start integrating first) and the 2D stuff (the number of texture changes involved here, and lack of vertex reuse, would likely give the same end result as particles, although I haven't tested). I also had the non-HLSL sky in one with previous releases but I took it out for the alpha; I'll be putting it back for the beta.
It bears repeating: on trivial scenes (i.e. ID1 maps) none of this will give you much of an increase in timedemos, and no increase at all in regular play. This stuff really flexes it's muscles when the going gets tough and Quake would normally be expected to start choking and dropping to framerates in the 20s (or below).
Thursday, January 14, 2010
The most beautiful sight in the world...
Posted by
mhquake
at
12:31 AM
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Ah, I can just imagine it; this will be the fastest, and the most highly optimized Quake Engine in the world, able to render the most incredible maps without choking.
With it we'll be able to play any 'Quake' Game, Quake 1, 2 or 3, just by changing the Game Directory...
We'll play Quake One Maps with a Quake 2 style renderer, use Quake One weapons in Quake 2, and play Quake III with ID Software's 'shirty' legacy software engine!
Well, perhaps not. But the ability for the engine to run both Quake 1 and 2 would be sweet! Though, as you said, 'not yet.' We'll be waiting, though...
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