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  • Darkplaces - new system but still low fps

    Is 15-20 FPS normal for DP with basically all the settings maxed out?
    I thought i would be able to max out with at least a min of 30-40 fps..
    Maybe there's a cvar or 2 i should change that would give me a boost without sacrificing looks?

    I have a pretty decent system:

    phenom x4 955be 3.7ghz
    4gb ddr3 1333mhz 6-6-6-18 1t
    geforce gtx 260 @ 700/1400/1160
    windows 7 ultimate 32bit

    My darkplaces cmdline is : darkplaces.exe -width 1280 -height 1024 -bpp 32 -fullscreen -dinput -sndspeed 44100

    im using rygel's ultra textures and romi's rtlights

    my config besides the binds is:

    "cl_beams_instantaimhack" "1"
    "cl_beams_lightatend" "1"
    "cl_bob" "0"
    "cl_bobcycle" "0"
    "cl_bobup" "0"
    "cl_maxfps" "60"
    "cl_particles_blood_alpha" "0.900000"
    "cl_particles_quality" "4"
    "cl_stainmaps" "1"
    "crosshair" "5"
    "crosshair_color_green" "1"
    "crosshair_color_red" "0"
    "gl_max_size" "8096"
    "gl_texture_anisotropy" "4"
    "gl_texturecompression_color" "0"
    "gl_texturecompression_gloss" "0"
    "gl_texturecompression_glow" "0"
    "gl_texturecompression_lightcubemaps" "0"
    "r_bloom" "1"
    "r_glsl_offsetmapping" "1"
    "r_glsl_offsetmapping_reliefmapping" "1"
    "r_glsl_offsetmapping_scale" "0.08"
    "r_glsl_deluxemapping" "1"
    "r_hdr" "1"
    "r_lightningbeam_thickness" "5"
    "r_shadow_realtime_world" "1"
    "r_shadow_realtime_world_lightmaps" "1"
    "r_wateralpha" "0.900000"
    "sensitivity" "9.5"
    "snd_speed" "44100"
    "vid_conheight" "512"
    "vid_height" "1024"
    "vid_width" "1280"
    gl_finish "1"
    snd_speed "44100"
    fov "110"
    sv_cheats 1
    registered 1
    ---------------------

    Maybe i shouldn't use Rygels ultra high textures? Although the textures dont seem to be the problem - its more the realtime lighting and the glsl combined. There are just so many variables its taking me forever to try and mix and match to find which should be on or off to give decent fps while keeping looks.

    Anyone have a similar system to compare results?
    Attached Files
    Last edited by haze_the_great; 04-14-2010, 08:06 PM.
    It Takes A Tough Man To Make A Tender Rocketjump

  • #2
    my tv is 16x10 but i have to set it to 4x3 to get it the correct scale.

    and you can set fog ingame with a alias like this.

    bind q "fog1"
    alias fog1 "fog .3 0 0 .40 .23 400;bind q fog2"
    alias fog2 "fog .3 0 .40 0 .23 400;bind q fog3"
    alias fog3 "fog .3 .4 0 0 .23 400;bind q fog4"
    alias fog4 "fog 1 1 1 1 .23 400;bind q fog5"
    alias fog5 "fog .3 .5 .5 .2 .3 400;bind q fog1"
    Last edited by seanstar; 04-29-2010, 09:04 AM.

    Comment


    • #3
      hrmm... Sure you aren't using a different FOV ? That sure looks like it to me.

      I'll ask LordHavoc and see what he can do to help out.

      The Rygel textures do create about a 40ish FPS drop for me... But it still runs pretty smooth on my system.

      I get about 100-200 FPS without any custom textures, everything maxed out. I have an AMD Athlon 6000+ x2, Nvidia GeForce 9800gx2 video card. Sure you've updated your nForce drivers or whatnot for your motherboard and video drivers ?

      Try these... Turn on bloom instead of HDR. It's basically the same effect, the difference is barely noticable, but bloom offers more FPS. Try r_shadow_shadowmapping 1. That makes the shadows look more realistic, strangely it increased FPS for me by alot. It may not for you, I know LordHavoc said it decreases his FPS.

      Make sure you don't have r_novis 1 on. Also turn off gl_finish and see if that helps. Are you using absurd levels of anti-aliasing? Even when AA is set to something like 2, it decreases FPS pretty significantly for me. I have AA off.
      Clan Brotherhood of the Axe

      Comment


      • #4
        THANK YOU!!

        i'm such a retard. i had 8x AA and 8x AF set globally through nvidia control panel.

        turned them off and that gave me about 50fps avg, sometimes 30 in fights.

        r_shadow_shadowmapping 1 gives me any where from 1-8fps gain . and it looks better overall. so im keepin that.

        gl_finish "0" gave me about another big fps boost. i had gl_finish "1" to help with tearing, but its not worth it!

        Now i'm avg. 50-60 (cl_maxfps 60) and rarely dips to the 30's. finally playable!
        It Takes A Tough Man To Make A Tender Rocketjump

        Comment


        • #5
          Originally posted by seanstar View Post
          i also have a problem with the fps and the scaling or something...take a look at both screens.
          the whole aspect ratio looks different . look how wide the torch's hole is. it looks like tenebrae's resolution is wider. also you are lower in tenebrae.

          which brings me to another point, how do you lower yourself in DP? v_viewheight "-6" is what im used to.
          It Takes A Tough Man To Make A Tender Rocketjump

          Comment


          • #6
            @op

            I didn't notice vid_samples setting in your config, so I thought you had AA off, but I'm sure that these (apart from rtworld and AA you had forced in NV panel) are bringing your fps down the most:

            "r_glsl_offsetmapping" "1"
            "r_glsl_offsetmapping_reliefmapping" "1"
            "r_hdr" "1"

            I have GTX260 core 216 and turning these off fires FPS up incredibly. But you may not want to get rid of parallax mapping, Rygel's pack really lokks much better with it.
            Also, if you have hdr on, you don't need bloom, AFAIK, they are mutually exclusive, so as one user said, try using bloom and not hdr, it looks almost the same, while bloom is not so power hungry.

            IIRC and if my memory isn't failing, if you use Rygel's pack, no need for external romi's rtlights, it incorporates them. Check the rygel's .pk3 or just compare visuals w/ romi's rtlights external .pk3 and w/o it, should be the same.

            I moslty can't stand that psychedelic palette with Rygel's pack and romi's lights though, that's not Quake. It must be dull, non-saturated with ugly yet beautiful textures IMHO, of course.
            Last edited by MaraST78; 04-14-2010, 09:40 PM.

            Comment


            • #7
              Mara:

              Yeah I didn't know vid_samples was the AA setting in DP. Otherwise i would have had it turned off.

              as far as disabling parallax mapping , i know they will drastically increase my fps but the point is i want those enabled, i like the look a lot. And since I'm actually getting decent FPS now that i disabled AA, there's no need to disable those two.

              Yes Rygels PK3 does include rtlights. But I have just his textures extracted into a folder , because i don't like some of the stupid weapon models he chose to include. Then i added romi's rtlights afterwards. in essence its exactly the same. I wonder if performance is different with the textures in a pk3 vs. folder. I do notice some crazy blue lights some places, it doesn't make sense for me either... but from what i read you need the rtlight files for better performance - relying on the engine to create them is slow. Is there a less crazy rtlight pack?

              thanks dude

              now i just need to fix these ugly explosions & sparks
              It Takes A Tough Man To Make A Tender Rocketjump

              Comment


              • #8
                I'm afraid that there are no other rtlights then romi's. But I haven't checked thoroughly.
                It's not only the rtlights, but also the texture pack. Rygel is generally very dark, full of contrast. Maybe you can check the a bit old Retexture project. Some textures are still missing, but they recently released normal maps for it, so it can now also benefit from parallax mapping in DP. I don't use any texture packs, but Retexture is likely the most faithful one you can get, although not 100% complete.

                P.S. I forgot, you'll likely need to convert the links inside the texture pack, otherwise more than just a few textures will be missing in DP. I only keep the already modified pack, so I don't fully remember, but there should be a .bat file provided in the archive which you must put to the folder with uncompressed textures and run it to convert the links.

                P.P.S. Some of the missing textures in this thread. I haven't tried them, but looks cool! I'll definitely give it a go when I get home.

                http://quakeone.com/forums/quake-hel...res-qrp-2.html
                Last edited by MaraST78; 04-14-2010, 11:45 PM.

                Comment


                • #9
                  Personally I don't use any custom textures, models, etc. I'm really picky when it comes to stuff looking faithful.

                  About the rtlights looking "saturated"... are you sure you haven't messed with any of the color settings or brightness settings? I keep those the default, the only thing I raise is gamma. Don't use excessive bloom or HDR amounts either... I prefer mine very subtle, just to keep stuff from looking washed out and overly bright. I love the rtlights personally. I've never heard anyone else complaining about them, except that they may be somewhat dark. That can be improved by raising RT world lightmaps up.

                  Also, try MH's .lit files. They also add a very nice touch to the id1 levels. Link Here

                  you could try gl_texturemode GL_NEAREST as well. Makes it look much more original, gives it that old-school pixelated winquake look I always liked. Screen-tearing has never really bothered me, I always set cl_maxfps to 0 and turn off vsync. Gives you higher FPS too
                  Last edited by bta.monster; 04-15-2010, 11:33 AM.
                  Clan Brotherhood of the Axe

                  Comment


                  • #10
                    I keep the qrp textures and models....well, I don't know why exactly, I just keep it on hd. I also don't use any textures/models, but just from time to time, I enable them. Hard to tell why, maybe just for a change, short change. I can't even imagine the hard work put in them, but it's just my taste in old Quake look. I love the id palette. I like how well original textures look in the distance with no mipmaps enabled. When I concentrate on the scene, what I mostly see? Most of the time, it's the scenery in distance, longer or shorter, but that's what I observe the most and id textures just deliver here. They are blurred when being close, but that's not a biggie. And I don't know how to put it, but they almost breathe with atmosphere..

                    As for the tearing, I intentionally have cl_maxfps 100. On my 60hz LCD, it produces nice soft tearing, I like it. No vsync, no gl_finish, gl_linear only.

                    I tried MH's .lits before. They are great, but I guess they look better with some external texture packs. Or is it me being so much used to non-colored lighting in id maps, I dunno.

                    Aaah, gotta run, adamantine cruelty is waiting.

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