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  • DirectFuh ?

    SO i randomly stumbled into this Direct3d 8 version of Fuh on MH's page. I didnt see anything else on the forums about it - probly because its a quakeworld client.

    This is cool because i've been struggling with my Radeon 4870 and quake. more specifically struggling to keep a decent frame rate. I have read that it is because the OpenGL support in the new radeons is crap.

    Anyway i just thought i would report that DirectFuh worked great, almost no difference noted between playing on Fuh-GL 0.31. But it did not help my frame rate significantly. it did help by about 10fps during certain crappy times.. others it bogged down worse than gl.

    GL on left vs. D3D on right
    so this one direct3d gets 10 FPS on GL


    this one GL wins by huge (GL fps is capped at 300, direct3d gets 87) (also i dont like how Direct3d has solid particles?)


    But a big thanks to MH/Rook/Baker! for their efforts and for even bothering with a qw client ANy ideas on why there was little improvement over GL?

    My system specs:

    Gigabyte ma770t-ud3p
    phenomX4 955 B.E.
    4gb ddr3 1600 ram
    xfx radeon 4870 1gb w/ 9.12cat + hotfix
    win 7 ult. 32bit
    ocz 700w p.s.
    Last edited by haze_the_great; 01-14-2010, 08:40 AM.
    It Takes A Tough Man To Make A Tender Rocketjump

  • #2
    is this haze the particle master?

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    • #3
      yes, minus the master =)
      It Takes A Tough Man To Make A Tender Rocketjump

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      • #4
        He is Haze the Particle!

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        • #5
          The D3D8 wrapper is really rather crude in it's implementation, as it has to send GL commands through an emulation layer hacking together something that roughly approximates a 1-to-1 equivalence. When it's good it's very very good, but when it's bad it's horrid. If it was native D3D you'd see a significant difference.

          With hindsight there are many things I could have improved on with the vertex submission part of it, specifically breaking away from directly emulating the glBegin/glEnd behaviour and packing everything with common state into a huge vertex buffer. Maybe for the next one.

          Meanwhile, and if you want to see how a real D3D Quake engine performs and are not averse to some NetQuake, I'd be interested in your comments on my DirectQ 1.8.0 alpha release: DirectQ - Release: Release 1.8.0 Alpha
          IT LIVES! http://directq.blogspot.com/

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          • #6
            haha EFESS yes...were all just particles. star dust. billion year old carbon

            thank you for the reply mh, now i see that i would love some native d3d. i hope you/someone can eventually create a d3d qw client or just integrate it fullly into my favorite: fuhquake 0.31-independent fps. i know there is a demand at the quakeworld.nu forums for it, people(and/or robots) in the same spot as me.

            i would also be interested in my comments on your directq release, but i receive this error upon loading a map: cspacebuffer::getspace - overflow
            (i did delete my id1/config)
            It Takes A Tough Man To Make A Tender Rocketjump

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