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  • #16
    @FC
    yes i have reliefmapping on myself, totally love it.
    it makes the world of quake look so much more amazing IMO

    erm.... my fps is something like somewhere between 40-80 on average i think.
    it all depends on moments with which effects are visible on screen, like big particle-effects close to view and pretty_water, especially when theres big water surfaces it can drop, or when sky is being reflected it sometimes drops a lot. but rarely ever it goes lower then 20.

    so i still get a pretty decent framerate imo even with all these effects
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

    Comment


    • #17
      Originally posted by splitterface View Post
      yes i have reliefmapping on myself, totally love it.
      So I do, it looks very accurately, this is seen especially well in Hipnotic start map near those computers. And that parallax occlusion looks pretty cool and realistic.
      But this option drops my average FPS down to 8-15, which is not enough for playing

      erm.... my fps is something like somewhere between 40-80 on average i think.
      Cool. I've only got 20-30 fps with RTWorld turned on and reliefmapping off.
      I'm now trying to make new relight for original maps+mission packs, which will include both RTLights (but their number is much decreased) and special lightmaps to work with together RTL. Lexa2 is helping me with that.
      That will increase average FPS up to 1.5-2 times compared with existing relights and it seems to look even better.

      Comment


      • #18
        i myself got lighting on at full settings, effects at high
        got webangels pretty_water
        inkub0's rt-lights
        lit and dlit files
        all hi-poly models there are for ammo, weapons and monsters, animated ammo-boxes
        sevens SMC with death-effects on, using version A which has jakub's effects
        webangels animated and reflecting textures,
        rain & fog for all maps,
        and have both offsetmapping and reliefmapping on

        and i myself get like 40-80fps on average


        but then again, i got a beast of a computer


        EDIT: btw with the gtx480 i had before turning reliefmapping on made quake pretty much unplayable too
        Last edited by talisa; 03-22-2012, 12:03 PM.
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

        Comment


        • #19
          Originally posted by splitterface View Post
          i myself got lighting on at full settings, effects at high
          got webangels pretty_water
          inkub0's rt-lights
          lit and dlit files
          all hi-poly models there are for ammo, weapons and monsters, animated ammo-boxes
          sevens SMC with death-effects on, using version A which has jakub's effects
          webangels animated and reflecting textures,
          rain & fog for all maps,
          and have both offsetmapping and reliefmapping on
          Just like I'm doing you've only got reliefmapping in addition.

          and i myself get like 40-80fps on average
          but then again, i got a beast of a computer
          I've got powerful enough comp at workplace with core i5, 12gb RAM and Nvidia Quadro, it is great for CAD programs, but sucks ingame, I can't even play with rtlights on cause Quadro video-card only delivers 1-2FPS with it
          DP is extremely sensitive to video-card as we can see.

          But it is really possible to make it faster by decreasing number of RTLights. Actually modern games doesn't have all lights realtime AFAIK they combine a very few number of realtime lights with ambient lightmaps.

          Comment

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