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Fully optimized map run full screen 720?


Fully optimized map run full screen 720?

Postby booey » Aug 1, 2001 @ 5:21pm

I'm wondering if a fully optimized map for pocketquake would be able to use more screen on the Jornada 720, without taking too much of a performance hit.<br>Some recently released single player optimized maps run really fast on the Jornada 720.<br><br>booey
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Re: Fully optimized map run full screen 720?

Postby R0B » Aug 1, 2001 @ 7:22pm

Is that what you guys really want.  A full sized screen.  Well, I'll tell you what.  As of right now, I don't want to add a bigger FOV, because that would be too slow.  But I guess that I could strech the display for mode 2!  Here is the deal though, I would like 10 more posts in the thread saying that they want a new screen size.  Yes, that is right, 10 whole posts.  I'm doing this because you guys just won't quit with this.  However, let me put it this way.  current fps 5.6 (I think), with the higher res.  I would say, divide that by at least 2, and that's what you'll get.  So, let me see 10 more posts, including a new one from you booey, and I'll make it.  Another option is to make a new resolution yourself, and send me the code to it, and I'l include it that way.
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Re: Fully optimized map run full screen 720?

Postby RwGast » Aug 1, 2001 @ 7:29pm

Rofl, i dunno why that just sounds so funny, why would anyone wanna run so slow. ROFL!!
http://www.angelfire.com/ego/esoteric if you like to play quake3 keep your eye on this site
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Re: Fully optimized map run full screen 720?

Postby booey » Aug 1, 2001 @ 7:38pm

I understand that it would run slower at a bigger screen size.<br>But, some of the pocketquake optimized maps run much faster than the original maps. Most maps would prolly still have to be run at the default screen size, but a few would run ok at a bigger size. <br>It would be cool to have the option of testing different maps at a larger screen size to see how they run.<br>Rob, you are the expert.  Ultimately, its up to you. I just think it would be cool to test some of the lower polygon maps at a bigger screen size to see how they run.<br>Whether you put that in or not, thanks for the hard work!<br><br>Brian
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Re: Fully optimized map run full screen 720?

Postby Dan East » Aug 1, 2001 @ 7:43pm

I don't think you people know what it is you are asking for. Your devices have an abnormal screen ratio. It has half the height of a conventional display compared to its width. Here is how a 640 stretch mode would look:<br>Image<br>Compared to the original:<br>Image<br><br>Dan East
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Re: Fully optimized map run full screen 720?

Postby R0B » Aug 1, 2001 @ 8:17pm

Dan,<br>Maybe those screen shots will help them figure it out.  I've done a little work, and the gamer runs at a good speed with the higher res, if you take away all walls and other items except for enemies, and fire lol.  I figured out how to tweak out certian things with the screen ratios.  But, anyways, that's 1 request down, 9 to go.
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Re: Fully optimized map run full screen 720?

Postby randall » Aug 1, 2001 @ 8:20pm

Actually, it wouldn't necessarily be stretched like that, would it? It would seem the horiz would offer a wider view, but the vertical would be severely cropped. And that would suck.
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Re: Fully optimized map run full screen 720?

Postby R0B » Aug 1, 2001 @ 8:24pm

You would thing that, wouldn't you, and that is another possibility that I could do.  What ever floats your boat is what I always say.  (Except for the fact that floats are very slow w/o a math coprocessor, so what ever ints your boat is what I sould say).  I have yet to see the 10 post demand though.
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Re: Fully optimized map run full screen 720?

Postby R0B » Aug 1, 2001 @ 8:29pm

I hate to say this Dan, but you were a little off on your screen shots for a 640 x 240 res in Quake.  Here is what Quake seems to want to do.  It makes a 640 x 480 res (like stated by randall), but then it shrinks the vertical, making<br>1. the floor and the cieling kind of visible<br>2. Your gun fat (not phat)<br>3. and king of giving youi some blobs in the middle.<br>So, if you 're doing drugs at the time, it may be great, but other than that, it needs some work.
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Re: Fully optimized map run full screen 720?

Postby Dan East » Aug 1, 2001 @ 8:50pm

Okay, that's not the way you would implement a stretch mode. You would use the existing 320x240 "Quake" mode, and in your GAPI blit routines double every horizontal pixel to get 640x240. The other option is to create a "Quake" video mode at 640x240 (you will have to adjust the ratio value appropriately), which would then have weird results unless an FOV was set to compensate.<br><br>Dan East
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Re: Fully optimized map run full screen 720?

Postby Dan East » Aug 1, 2001 @ 8:53pm

And a third possibility is what happened to you above, where you are rendering a larger area than the display so you crop it with your GAPI code. However, the thoughts of having Quake render pixels that you never display is ludicrous...<br><br>Dan East
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Re: Fully optimized map run full screen 720?

Postby suchiaruzu » Aug 1, 2001 @ 8:54pm

hmmm - makes me think of space balls:<br>lightspeed - ridiculous speed - ludicrous speed ;)
<div align="center">Image<br></div>
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