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Increased frame rate ideas


Increased frame rate ideas

Postby DeadTaco » Aug 2, 2001 @ 7:34pm

I've been reading multiple messages saying how torches dramatically decrease framerates (mostly due to lighting effects and CPU calculations for them).  I realize that torches add to levels, but is there a way to modify the quake code to terminate all torches on any map?  I posted something in another forum about this but haven't gotten a response yet.<br>I just figured that someone could make the code for torches in quake become nullified, therefore eradicating all torches and speeding up the game significantly.  Any ideas?  Uh...ok, I'm done.
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Re: Increased frame rate ideas

Postby randall » Aug 2, 2001 @ 7:41pm

it won't speed it up significantly. We have gone over EVERYTHING back in the early days of PocketQuake- before there was a MIPS version.<br><br>Right now the biggest killer of FPS is the floats. Until that gets resolved, high FPS maps will always run slow.
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Re: Increased frame rate ideas

Postby Digby » Aug 2, 2001 @ 9:05pm

Speaking of floating point sluggishness, I'm working on posting some benchmarks in the Developers Forum in a few days.  I wrote sample code to transform (multiply a 1x4 vector by a 4x4 matrix) 250K vertices on my iPaq.  Here's a few of the profiling results:<br><br>floating point:        1200 ms<br>fixed point:            144 ms<br>C++ fixed point class: ~550 ms<br><br>I'm writing another fixed point version in ARM assembly to see how it compares.  Once I get that done, I'll post all the results.  <br><br>The reason the C++ fixed point class is 3x slower than the fixed point is that the classes need to construct a number of temporary objects to pass around.  Such is life with C++ operator overloading.  The nice thing about it though is that you can very easily replace floating point code when you're trying to port an application.  More later.<br><br>
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Re: Increased frame rate ideas

Postby Dan East » Aug 3, 2001 @ 12:30am

Being that ~90% of the processing time to render a frame is in the form of floating point operations, PQ's frame rate would double if we can expect that performance from your class.<br><br>Dan East
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Re: Increased frame rate ideas

Postby R0B » Aug 3, 2001 @ 10:29am

Have any of you guys done a timerefresh on those optimised maps?  I did one on the comlex (the only one I've done), and I got 22.8 fps.  Just wanted to throw that out.  
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Re: Increased frame rate ideas

Postby Moose or Chuck » Aug 3, 2001 @ 1:12pm

timerefreshes are useless, don't use them. They mean absolutely nothing, as in one part of the map you'll get 70FPS, another 10FPS. It doesn't do anything.
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Re: Increased frame rate ideas

Postby suchiaruzu » Aug 3, 2001 @ 1:23pm

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Re: Increased frame rate ideas

Postby Anthrax » Aug 3, 2001 @ 1:31pm

Anthrax

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Re: Increased frame rate ideas

Postby Moose or Chuck » Aug 3, 2001 @ 1:42pm

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