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InsideQC Forums • View topic - PSP performance

PSP performance

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PSP performance

Postby domis4 » Fri Jan 06, 2012 6:12 pm

Hi,

ive tried to load more than 2 low poly (600 faces) models on a really simple map (4 walls) using place_model,
but the third model crashes the game. Thats a lil bit confusing, because the 2 models run really smooth, without lags.

ive got a 64mb ram psp. the same result using Kurok and Proquake. thats really sad, because the models are very low poly.
is there a solution for this problem?
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Re: PSP performance

Postby Baker » Fri Jan 06, 2012 7:31 pm

With any luck, the next version of ProQuake PSP will hopefully, when running out of memory, always crash with an error message and enough memory info to see what is going on with.

Other than that, no. With a PSP you need to set very modest goals. Modding on the PSP, the limits own you. You do not own the limits. This means less textures, less models, smaller maps and carefully work within the bounds of what it can do.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: PSP performance

Postby hogsy » Fri Jan 06, 2012 10:42 pm

Which is why developing for the PC should be the way to go 8)
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Re: PSP performance

Postby frag.machine » Sat Jan 07, 2012 1:08 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: PSP performance

Postby Baker » Sun Jan 08, 2012 9:49 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: PSP performance

Postby RenegadeC » Sun Apr 29, 2012 7:41 pm

You can save quite a chunk of memory also by only having Quake precache what's only used in the level only. The default progs106 source will
precache a bunch of unneeded sounds/models that aren't actively used all the time, when I wrote Codename: Envenom I was sure to not
make a huge precache list and keep it to ONLY what was absolutely needed. I had 1k+ polygon characters running around smoothly on Dreamcast,
I'm sure PSP can do it.
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Re: PSP performance

Postby goldenboy » Sun Apr 29, 2012 11:47 pm

Reading this, I have to say why someone would want to make a game on this platform is beyond me.
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Re: PSP performance

Postby leileilol » Mon Apr 30, 2012 12:44 am

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Re: PSP performance

Postby ceriux » Mon Apr 30, 2012 3:40 am

i think since it does have such limitations its just a platform to work on for a nice challenge. im actually excited to see how well the vita will handle quake if a port is ever made.
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Re: PSP performance

Postby Baker » Mon Apr 30, 2012 7:49 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: PSP performance

Postby ceriux » Mon Apr 30, 2012 10:12 pm

i agree, which is stupid in my opinion... i personally hate my age group and how things have changed for us. i prefer how things were when i was younger when gaming and games were far more simple. everything and everyone always have to go overboard and do stupid things like mixing two things together like a phone and a gaming device.. i cant play my game if im busy talking to you on the phone. but i also personally hate phones and most people... so my opinion is probably invalid...
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Re: PSP performance

Postby goldenboy » Tue May 01, 2012 12:05 am

Teenagers are the main market for shooter games? I'm not sure.
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Re: PSP performance

Postby leileilol » Tue May 01, 2012 1:09 am

and then there's the more seriously questionable counterfeit productions not done by teenagers
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Re: PSP performance

Postby mh » Tue May 01, 2012 1:57 pm

In an ideal world the PSP would be a great platform for Quake. The original engine's requirements fit nicely inside it's specs, and the idea of Quake-on-the-move has enormous appeal.

I agree with Baker that dedicated mobile gaming platforms are at the tail end of their lifespan though. It's a market that's dying as the whole mobile arena converges around single multi-purpose devices, and by the time you release anything it'll be even more dead. 3 or 4 years ago a PSP Quake would have been a killer app; today you should probably junk the idea and switch to one of the main phone-tech vendors instead.

Two things might change this.

Sony aren't dumb; you can bet that they have a longer-term strategy here, and that this strategy will likely involve a move into the iPhone-alike market at some point in time. They already do standard phones, it's a natural move for them. Another big player in this market with a lot of customer mind-share and brand-loyalty would ironically also play nicely for Apple, as I can see the spectre of anti-trust looming over them at some point in the future.

Phone devices currently lack a decent controller setup. Touch-screen is fine for certain kinds of games, and id have proven that it can work (within limits) for an FPS, but the real hardcore players won't like it and it limits game complexity. A breakthrough is needed here; I don't doubt that it will happen but timing is crucial.
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Re: PSP performance

Postby ajay » Tue May 01, 2012 5:50 pm

As for why people mod for PSP Quake, I can't talk for others, but I used to enjoy getting mods (my own and others') working on Dreamcast, working round the hardware limitations was both a challenge and a good learning curve for pc quake modding.
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