The problem with NVIDIA cards and hardware T&L appears to have been resolved. I'm not entirely certain what it was that fixed it, but I'm going to try removing the "Sleep (0)" from my main game loop to see if that brings it back.
The Intel 965 is running faster than before; a few tweaks and optimisations have been of benefit there.
The Intel 910/915 has dropped about 30 FPS. I'm putting this down to my Render-to-Texture warp updates; I assume that as the card is so primitive it's not supporting this properly in hardware (assuming that it's capable of supporting anything properly in hardware, that is). I'm still getting about 70 FPS on timedemo demo1 with it, but I'd like to get those 30 back so I might yet investigate an alternative water warp strategy here.
Memory usage has gone up. There are a couple of things causing this; increasing certain internal limits for starters, expanding lightdata to 3 component on load secondly. Right now a typical ID1 map needs about 13-15 MB Hunk, as well as the regular system memory overhead. Before it was 8-10 MB Hunk, and I'm planning on moving more stuff that was previously in static arrays to the Hunk (I've already done static entities). This is still small beans compared to more modern games, but I wouldn't run this on a machine with less than 512 MB system memory (do those still exist?)
I don't have a texture flushing system in yet, but having support for external textures means that I now need one. A 128 MB card can fill up pretty fast if these are large enough.
Sunday, December 28, 2008
Tests and more!
Posted by
mhquake
at
8:30 PM
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