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Topic review (newest first)

2019-07-07 18:37:08

Maybe give vkQuake a shot: (a Vulkan port of Quakespasm)
and MarkV: (uses DirectX)

I suspect jamx_naitelveni will be cpu bound, it's got around 10K wpoly visible at the start location.

2019-07-02 16:12:31

Hmm, well thats to bad. Thought maybe an older build might solve the issue.
Thanks for your help anyways!

2019-07-02 14:39:39

Yes right here: It's only the source code though.

2019-07-02 10:00:48

is there a way to get my hands on an older build of quakespasm, say 0.90.0 ?

2019-07-02 00:58:41

I am at a loss then. Damn PC gaming strikes again.

2019-07-01 18:11:35

Im using the same resolution and the gl_renderer is 'Radeon RX 560X Series'
The Display says its Full HD ready with a 1080 sticker on it :p it can prolly do 4K

edit: and yes it should run Quake as it runs Doom2016 just fine with low settings

2019-07-01 17:36:49

That map has a lot of polys on screen at the same time. What resolution are you running? I have a laptop with a Radeon GPU and the control panel doesn't even come up. Such a pain. But anyway it's a 4k monitor. I run Quakespasm at 1920x1080 and seems to run fine. Your laptop is much newer and should run Quake with no problems.

Can you see what display adapter is being used from the console startup message? Look for gl_renderer

2019-07-01 17:06:21

Did try that but it didn't improve it unfortunately.
Btw im fiddling around with settings and testing in 'func_mapjamx' on 'jamx_naitelveni'.
The fps drops down to 20-30 there. On smaller maps it usually maintains 59-71 fps

2019-07-01 16:50:44

take a look at these console commands then:

r_fastsky. default 0. if 1, sky will be rendered as solid color, for added performance

r_sky_quality. default 8.  Higher number divides the sky more, for a smoother effect and slower performance.

2019-07-01 15:53:07

I did that already, forced to run it with main GPU

2019-07-01 15:28:48


You likely have to specifically set the laptop to use the GPU for Quakespasm. Take a look at your control panel. Hopefully this article applies to your setup: … e-graphics

2019-07-01 14:05:08

Any tips to improve FPS with quakespasm?
I've gotten a new laptop since a few week and quakespasm runs like garbage on it.

It does have AMD Ryzen 5 GPU with Radeon vega mobile gfx, so it should meet the specs with ease.
It ran pefrectly on the Acer Aspire 5

Thats my current cfg.

fov 			"110"
scr_showfps	"1"
scr_clock		"1"
host_maxfps 	"72"


bind "1" 		"impulse 1"// Axe
bind "2" 		"impulse 2"// Boomstick
bind "3" 		"impulse 3"// Supershotgun
bind "4" 		"impulse 6"// Grenade Launcher
bind "mouse4" 	"impulse 4"// Nailgun
bind "e" 		"impulse 4"// Nailgun if m4 cant be bound
bind "mouse5" 	"impulse 5"// Supernailgun
bind "5" 		"impulse 5"// Supernailgun if m5 cant be bound
bind "r" 		"impulse 7"// Lightning Gun
bind "f" 		"impulse 8"// Rocketlauncher

bind "9"	"impulse impulse 225"
bind "0"	"impulse 0"

crosshair 		"1"
sensitivity 		"3.8"
lookspring 		"0"
lookstrafe 		"0"
sv_aim		"1"
m_forward 	"1"
m_pitch 	"0.022"
m_side 	"0.8"
m_yaw 	"0.022"

cl_bob	"0"// these should remove bob and roll crap
cl_bobup	"0"
cl_rollangle	"0"
//cl_bobbing 	"0"

v_kickpitch	"0"
v_kickroll		"0"
v_kicktime		"0"

fov_adapt 		"1"
gamma 		"0.6"
contrast 		"1"
_snd_mixahead 	"0.1"
bgm_extmusic 	"1"
volume 		"0.35"
bgmvolume 	"0.2666"
cl_backspeed 	"400"
cl_forwardspeed "400"
cl_maxpitch 	"90"
cl_minpitch 	"-90"

external_ents 		"1"
gl_picmip			"0"
gl_farclip 			"16384"
gl_flashblend 		"0"
gl_fullbrights		"1"
gl_overbright 		"1"
gl_overbright_models 	"1"
gl_subdivide_size 	"32"
gl_texture_anisotropy "1"
gl_triplebuffer 		"0"

joy_enable 		"0"
joy_deadzone 		"0.175"
joy_deadzone_trigger "0.001"
joy_exponent 		"3"
joy_invert 			"0"
joy_sensitivity_pitch 	"150"
joy_sensitivity_yaw 	"300"
joy_swapmovelook 	"0"

r_fastsky		"0"
r_sky_quality 	"4"
fog			"0"
r_clearcolor 	"2"
r_novis 		"0"
r_oldwater 	"0"
r_particles 	"2"
r_quadparticles  "1"
r_shadows 	"0"
r_dynamic		"0"
r_waterwarp 	"0"
r_wateralpha	"0.2666" 		// allows you to see through water surfaces using an openGL engine and water vised maps.
r_lavaalpha	"0.2666"
r_slimealpha	"0.2666"
r_telealpha	"0"
r_waterquality	"1"

savedgamecfg 	"0"
saved1 		"0"
saved2 		"0"
saved3 		"0"
saved4 		"0"

scr_conalpha "0.5"
scr_conscale "3.3"
scr_conspeed "99999"
scr_conwidth "0"

scr_menuscale 	"3.3"
scr_sbaralpha 	"0"
scr_sbarscale 	"3.3"
scr_crosshairscale "2"
sv_altnoclip 	"1"
sys_throttle 	"0.22"

r_scale		"0"
vid_fullscreen 	"1"
vid_width 		"1920"
vid_height 	"1080"
vid_borderless 	"0"
vid_vsync 		"0"
viewsize 		"110"
vid_bpp 		"32"
vid_desktopfullscreen 	"0"
vid_fsaa 			"0"
vid_refreshrate 		"72"


sorry, formatting in notepad was better :)

Rufus Doofus
2019-06-21 11:51:23

Both link to sourceforge and sourceforge is not working. Are there any reliable non sourceforge mirrors?

2018-07-03 18:09:46

@Butane I'm not sure that is going to happen. I think there will be an update to QS eventually, that includes separating the game fps from the rendering fps but I haven't heard of them adding the extra graphics capabilities.

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