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  • #31
    Originally posted by MH View Post
    Try turning off everything. All settings down at their lowest, no shadows, no extra lighting, so replacement models, no replacement textures.

    See does the framerate drop happen then.

    demo1 (the first Necropolis demo) is a great test here because it has a grenade go off in your face early on, so just launch DP and let the demo run until that point.

    If it drops then you're basically screwed. Not much you can do at all.

    If it doesn't drop then you've got a hope; something you're using is causing it. So bring them all back on, one at a time, testing with demo1 after each one, until you identify the setting that's causing it.

    Then don't use that setting.

    It may be more than one thing causing it, so bring the rest back up, also one at a time, and also testing after each one, and make sure that other stuff doesn't also cause it.
    I appreciate the effort you've taken to give me this advice (that I have seen before in regards to other DarkPlaces performances problems), but I will certainly NOT do that. I have no intention of breaking my otherwise amazing DP install to fix this issue. Due to how heavily modded my install is, it would simply be too much trouble. Simply put, doing this would defeat the purpose of me posting on this forum.

    On a clean install with everything turned down or off the grenade lag does not occur. I'd also like to add that even on clean installs DP performs worst out of 6 diff. clients I've tried.

    Qrack is pretty good but I have a glitch causing the blood effect to look all white and umm...glitchy. Nobody seems to know the solution, tried replacing the blood_splat decals etc...

    Engine X has beautiful lighting and no problem installing enemy models, but I can't get QRP textures to install in Engine X, and the water is not transparent which for me, is annoying (i'm spoiled).

    DirectQ had super awesome performance, but no support for all of the flash which is a must-have for me.

    It seems that Direct X stuff just runs better on my system than OpenGL, but the DX clients currently available lack support for the advanced graphical features I love about DP.

    JoeQuake looks like it might work but the links to it are all broken.

    Comment


    • #32
      Wow, lazy Horse/Water syndrome
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

      Comment


      • #33
        lol!

        Comment


        • #34
          but seriously, don't get TOO attached to your Darkplaces setup, because months down the road, not only is your .EXE going to be outdated, but easily half of the shit thats been developed for DarkPlaces (AND YOUR USING RIGHT NOW) will go through updates and/or modifications,and even your current addons / modifications will be outdated.

          As the engine evolves, so will the people creating content and supplying us with these snazzy upgrades to our beloved Q1 game.

          If you don't iron out the kinks now, you will be in worse shape when the next wave of updates occurs haha.

          Yes thats a scare tactic,hope it works too :F
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

          Comment


          • #35
            E:\Games\Painkiller\Bin\RunFirst.exe painkiller.exe

            Put RunFirst.exe in your Quake folder, replace the path above for your Quake path and painkiller.exe with your dp.

            Comment


            • #36
              Originally posted by grave_digga View Post
              E:\Games\Painkiller\Bin\RunFirst.exe painkiller.exe

              Put RunFirst.exe in your Quake folder, replace the path above for your Quake path and painkiller.exe with your dp.
              Replace the path? HUH?

              Comment


              • #37
                Originally posted by Mindf!3ldzX View Post
                but seriously, don't get TOO attached to your Darkplaces setup, because months down the road, not only is your .EXE going to be outdated, but easily half of the shit thats been developed for DarkPlaces (AND YOUR USING RIGHT NOW) will go through updates and/or modifications,and even your current addons / modifications will be outdated.

                As the engine evolves, so will the people creating content and supplying us with these snazzy upgrades to our beloved Q1 game.

                If you don't iron out the kinks now, you will be in worse shape when the next wave of updates occurs haha.

                Yes thats a scare tactic,hope it works too :F
                Alright then, fine. I'll install another copy of DP and Quake in yet another directory and start from the ground up. I just hope the next DP release has some performance tweaks. I don't want to sacrifice my beautiful graphics =(

                Comment


                • #38
                  Originally posted by yuggsoth View Post
                  Replace the path? HUH?
                  For example if your Quake folder ist C:\Games\Quake then it should look like this:

                  C:\Games\Quake\RunFirst.exe darkplaces-sdl.exe

                  Comment


                  • #39
                    Hello yuggsoth,

                    I see that you wrote about this issue in different threads now.
                    See also your post here
                    The only small problem is...MASSIVE fps drop when I get in hit in the face with a grenade. I know the obvious solution is "don't let the ogres hit you in the face with grenades", but is there anything else I can do just to solve that 1 issue without sacrificing too much bling?
                    To help you with this last issue of yours:
                    The root cause is very simple: It lies in the file: "effectinfo.txt".
                    Please also read this post: klick

                    Smith deeply investigated Jorix�s wonderful explosion particle effect.
                    He found a solution to decrease the fps impact from it by adjusting the size and quantity of the spawned particles.


                    What you want to do is this:
                    1.) Find these passage in your "effectinfo.txt":
                    Code:
                    effect TE_EXPLOSION
                    underwater
                    count 128
                    type bubble
                    tex 62 62
                    color 0x404040 0x808080
                    size 2 2
                    alpha 128 256 64
                    gravity -0.125
                    bounce 1.5
                    liquidfriction 0.25
                    originjitter 16 16 16
                    velocityjitter 96 96 96
                    
                    effect TE_EXPLOSION
                    notunderwater
                    count 128
                    type spark
                    color 0x903010 0xFFD030
                    size 1 1
                    alpha 0 256 512
                    gravity 1
                    airfriction 0.2
                    liquidfriction 0.8
                    velocityoffset 0 0 80
                    velocityjitter 256 256 256
                    
                    effect TE_EXPLOSION            // this is Jorix new red explosion smoke, which is visible directly after the explosion for a short time
                    notunderwater
                    count 192
                    type smoke
                    color 0x901000 0xFF3010
                    size 10 10
                    alpha 32 16 64
                    bounce -1
                    tex 0 8
                    airfriction 0.2                // beeinflusst das Aufl�severhalten des Rauchs
                    liquidfriction 0.8
                    lighttime 0
                    velocityoffset 0 0 0
                    velocityjitter 256 256 256     //  wie schnell der Rauch sich verteilt
                    
                    effect TE_EXPLOSION            //  this is Jorix new white explosion smoke, which is visible after the explosion and slowly disappears
                    notunderwater
                    count 96
                    type smoke
                    color 0x202020 0x404040
                    tex 0 8
                    size 12 12
                    sizeincrease 1
                    alpha 0 32 2                   //  war urspr�nglich 0 32 1   3.Wert: wie lange der Rauch sich verteilt (kleinerer Wert= langsamer !!)
                    bounce -1
                    lighttime 0
                    airfriction 0.2                //  beeinflusst das Aufl�severhalten des Rauchs
                    liquidfriction 1
                    velocityjitter 64 64 64        //  wie schnell der Rauch sich verteilt
                    
                    effect TE_EXPLOSION
                    countabsolute 1
                    type decal
                    tex 8 16
                    size 48 48
                    alpha 256 256 0
                    originjitter 40 40 40
                    
                    effect TE_EXPLOSION
                    lightradius 350
                    lightradiusfade 700
                    lightcolor 4 2 0.5
                    2.) Replace it with this:
                    Code:
                    effect TE_EXPLOSION
                    underwater
                    count 128
                    type bubble
                    tex 62 62
                    color 0x404040 0x808080
                    size 2 2
                    alpha 128 256 64
                    gravity -0.125
                    bounce 1.5
                    liquidfriction 0.25
                    originjitter 16 16 16
                    velocityjitter 96 96 96
                    
                    effect TE_EXPLOSION
                    notunderwater
                    count 128
                    type spark
                    color 0x903010 0xFFD030
                    size 1 1
                    alpha 0 256 512
                    gravity 1
                    airfriction 0.2
                    liquidfriction 0.8
                    velocityoffset 0 0 80
                    velocityjitter 256 256 256
                    
                    effect TE_EXPLOSION            //  this is Jorix new red explosion smoke, which is visible directly after the explosion for a short time                     // performance optimized version 3 times shorter lag when hit by explosion - passerby
                    notunderwater
                    count 24
                    type smoke
                    color 0x901000 0xFF3010
                    size 25 25
                    alpha 32 16 64
                    bounce -1
                    tex 0 8
                    airfriction 0.2                // beeinflusst das Aufl�severhalten des Rauchs
                    liquidfriction 0.8
                    lighttime 0
                    velocityoffset 0 0 0
                    velocityjitter 256 256 256     //  wie schnell der Rauch sich verteilt
                    
                    effect TE_EXPLOSION            //  this is Jorix new white explosion smoke, which is visible after the explosion and slowly disappears
                    notunderwater
                    count 72
                    type smoke
                    color 0x202020 0x404040
                    tex 0 8
                    size 14 14
                    sizeincrease 1
                    alpha 0 32 2                   //  war urspr�nglich 0 32 1   3.Wert: wie lange der Rauch sich verteilt (kleinerer Wert= langsamer !!)
                    bounce -1
                    lighttime 0
                    airfriction 0.2                //  beeinflusst das Aufl�severhalten des Rauchs
                    liquidfriction 1
                    velocityjitter 64 64 64        //  wie schnell der Rauch sich verteilt
                    
                    effect TE_EXPLOSION
                    countabsolute 1
                    type decal
                    tex 8 16
                    size 48 48
                    alpha 256 256 0
                    originjitter 40 40 40
                    
                    effect TE_EXPLOSION
                    lightradius 350
                    lightradiusfade 700
                    lightcolor 4 2 0.5
                    3.) That�s it. Save it and your fps drops should be reduced.


                    To go into details here (if you are interested):
                    The only difference is (from above code):
                    - Reduce quantity of red smoke from 192 to 24, while increase its size from 10 to 25
                    - Reduce quantity of white smoke from 96 to 72, while increase its size from 12 to 14

                    It seems that ATI cards are more sensitive to this compared to NVIDIA.

                    Kind regards,
                    Seven


                    PS: One last thing:
                    MH�s way to explain/help you with your problem was exactly correct.
                    He just didnt know, that you use replacement effects (via "effectinfo.txt"). That is why he told you to turn of the explosion shell.
                    You should know, that in original Quake the explosion shell was what you see instead of the replacement effect, that you see now with "effectinfo.txt".
                    Only DP and FTE allows replacement effects.

                    Comment


                    • #40
                      sounds like the fix needs to be done prior to the users downloading.
                      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                      Comment


                      • #41
                        Ok, I reinstalled DP with everything off and turned down, then gradually raised everything and have a consistent framerate ,except for the bomb-in-the-face lag which will hopefully be fixed by Seven's solution. However, a new problem has arisen. Following installation of the ReForged Bestiary pack, my framerate remained the same, but when I encountered Knights, they were black. What do I need to set to fix it?

                        Comment


                        • #42
                          Originally posted by Seven View Post
                          Hello yuggsoth,

                          I see that you wrote about this issue in different threads now.
                          See also your post here


                          To help you with this last issue of yours:
                          The root cause is very simple: It lies in the file: "effectinfo.txt".
                          Please also read this post: klick

                          Smith deeply investigated Jorix�s wonderful explosion particle effect.
                          He found a solution to decrease the fps impact from it by adjusting the size and quantity of the spawned particles.


                          What you want to do is this:
                          1.) Find these passage in your "effectinfo.txt":
                          Code:
                          effect TE_EXPLOSION
                          underwater
                          count 128
                          type bubble
                          tex 62 62
                          color 0x404040 0x808080
                          size 2 2
                          alpha 128 256 64
                          gravity -0.125
                          bounce 1.5
                          liquidfriction 0.25
                          originjitter 16 16 16
                          velocityjitter 96 96 96
                          
                          effect TE_EXPLOSION
                          notunderwater
                          count 128
                          type spark
                          color 0x903010 0xFFD030
                          size 1 1
                          alpha 0 256 512
                          gravity 1
                          airfriction 0.2
                          liquidfriction 0.8
                          velocityoffset 0 0 80
                          velocityjitter 256 256 256
                          
                          effect TE_EXPLOSION            // this is Jorix new red explosion smoke, which is visible directly after the explosion for a short time
                          notunderwater
                          count 192
                          type smoke
                          color 0x901000 0xFF3010
                          size 10 10
                          alpha 32 16 64
                          bounce -1
                          tex 0 8
                          airfriction 0.2                // beeinflusst das Aufl�severhalten des Rauchs
                          liquidfriction 0.8
                          lighttime 0
                          velocityoffset 0 0 0
                          velocityjitter 256 256 256     //  wie schnell der Rauch sich verteilt
                          
                          effect TE_EXPLOSION            //  this is Jorix new white explosion smoke, which is visible after the explosion and slowly disappears
                          notunderwater
                          count 96
                          type smoke
                          color 0x202020 0x404040
                          tex 0 8
                          size 12 12
                          sizeincrease 1
                          alpha 0 32 2                   //  war urspr�nglich 0 32 1   3.Wert: wie lange der Rauch sich verteilt (kleinerer Wert= langsamer !!)
                          bounce -1
                          lighttime 0
                          airfriction 0.2                //  beeinflusst das Aufl�severhalten des Rauchs
                          liquidfriction 1
                          velocityjitter 64 64 64        //  wie schnell der Rauch sich verteilt
                          
                          effect TE_EXPLOSION
                          countabsolute 1
                          type decal
                          tex 8 16
                          size 48 48
                          alpha 256 256 0
                          originjitter 40 40 40
                          
                          effect TE_EXPLOSION
                          lightradius 350
                          lightradiusfade 700
                          lightcolor 4 2 0.5
                          2.) Replace it with this:
                          Code:
                          effect TE_EXPLOSION
                          underwater
                          count 128
                          type bubble
                          tex 62 62
                          color 0x404040 0x808080
                          size 2 2
                          alpha 128 256 64
                          gravity -0.125
                          bounce 1.5
                          liquidfriction 0.25
                          originjitter 16 16 16
                          velocityjitter 96 96 96
                          
                          effect TE_EXPLOSION
                          notunderwater
                          count 128
                          type spark
                          color 0x903010 0xFFD030
                          size 1 1
                          alpha 0 256 512
                          gravity 1
                          airfriction 0.2
                          liquidfriction 0.8
                          velocityoffset 0 0 80
                          velocityjitter 256 256 256
                          
                          effect TE_EXPLOSION            //  this is Jorix new red explosion smoke, which is visible directly after the explosion for a short time                     // performance optimized version 3 times shorter lag when hit by explosion - passerby
                          notunderwater
                          count 24
                          type smoke
                          color 0x901000 0xFF3010
                          size 25 25
                          alpha 32 16 64
                          bounce -1
                          tex 0 8
                          airfriction 0.2                // beeinflusst das Aufl�severhalten des Rauchs
                          liquidfriction 0.8
                          lighttime 0
                          velocityoffset 0 0 0
                          velocityjitter 256 256 256     //  wie schnell der Rauch sich verteilt
                          
                          effect TE_EXPLOSION            //  this is Jorix new white explosion smoke, which is visible after the explosion and slowly disappears
                          notunderwater
                          count 72
                          type smoke
                          color 0x202020 0x404040
                          tex 0 8
                          size 14 14
                          sizeincrease 1
                          alpha 0 32 2                   //  war urspr�nglich 0 32 1   3.Wert: wie lange der Rauch sich verteilt (kleinerer Wert= langsamer !!)
                          bounce -1
                          lighttime 0
                          airfriction 0.2                //  beeinflusst das Aufl�severhalten des Rauchs
                          liquidfriction 1
                          velocityjitter 64 64 64        //  wie schnell der Rauch sich verteilt
                          
                          effect TE_EXPLOSION
                          countabsolute 1
                          type decal
                          tex 8 16
                          size 48 48
                          alpha 256 256 0
                          originjitter 40 40 40
                          
                          effect TE_EXPLOSION
                          lightradius 350
                          lightradiusfade 700
                          lightcolor 4 2 0.5
                          3.) That�s it. Save it and your fps drops should be reduced.


                          To go into details here (if you are interested):
                          The only difference is (from above code):
                          - Reduce quantity of red smoke from 192 to 24, while increase its size from 10 to 25
                          - Reduce quantity of white smoke from 96 to 72, while increase its size from 12 to 14

                          It seems that ATI cards are more sensitive to this compared to NVIDIA.

                          Kind regards,
                          Seven


                          PS: One last thing:
                          MH�s way to explain/help you with your problem was exactly correct.
                          He just didnt know, that you use replacement effects (via "effectinfo.txt"). That is why he told you to turn of the explosion shell.
                          You should know, that in original Quake the explosion shell was what you see instead of the replacement effect, that you see now with "effectinfo.txt".
                          Only DP and FTE allows replacement effects.
                          Ok, my new install doesn't have effectinfo.txt, but the new version of your small mods compilation has an effectinfo.txt IN the pk3 file, so I edited that one (making sure to update it in the archive), and nothing changed. What's going on? I don't want to have top remove all of the the entire mod collection because I like them (mainly the smoke, footsteps, scrag attack effect, and nails sticking to walls).

                          Comment


                          • #43
                            Originally posted by yuggsoth View Post
                            Ok, I reinstalled DP with everything off and turned down, then gradually raised everything and have a consistent framerate ,except for the bomb-in-the-face lag which will hopefully be fixed by Seven's solution. However, a new problem has arisen. Following installation of the ReForged Bestiary pack, my framerate remained the same, but when I encountered Knights, they were black. What do I need to set to fix it?
                            Discovered that the missing textures are caused by turning Texture Compression on. Too bad, because having this setting ON, gave me like 20 frames.

                            Comment


                            • #44
                              In general texture compression needs texture sizes to be multiples of 4. Most drivers will work around this if they're not, but it's possible that yours doesn't. Check the knight skin sizes and resize them if needed.
                              IT LIVES! http://directq.blogspot.com/

                              Comment


                              • #45
                                UPDATE: Removed all TE_EXPLOSION entries from the effectinfo.txt. Now I have basic (shitty) explosions. How do I get back the explosions I had before, while keeping the rest of the effects?

                                Comment

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