Quake 2


namco posted on Oct 26 2006 at 07:59 AM said:
what happened to the quake 2 link?
Sorry, but without some serious optimizations, this game wouldn't run at any enjoyable speed, so i don't see the point in it being up. BUT, in the case that I am wrong, I dunno where it went. :p very helpful am I not?
 
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PokeParadox posted on Oct 26 2006 at 11:52 AM said:
It runs "ok" with the RAM tweak and overclocked to 270MHz ... but I dunno why the archive link doesn't work.

What does that mean, what kind of FPS? Is it actually playable?
 
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The archive backend is dodgy at best, I'm sure with so many talentaed devs here, a simple PHP/MySQL app could be whipped in a jiffy.

- Alex
 
Pickle posted on Oct 26 2006 at 08:54 PM said:
PokeParadox posted on Oct 26 2006 at 11:52 AM said:
It runs "ok" with the RAM tweak and overclocked to 270MHz ... but I dunno why the archive link doesn't work.

What does that mean, what kind of FPS? Is it actually playable?
At 266mhz it benchmarks at 8fps with full detail, and 9.3 with the autoexec.cfg I've included in the zip, both of which are good enough to be playable.
 
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woogal posted on Oct 26 2006 at 04:20 PM said:
Pickle posted on Oct 26 2006 at 08:54 PM said:
PokeParadox posted on Oct 26 2006 at 11:52 AM said:
It runs "ok" with the RAM tweak and overclocked to 270MHz ... but I dunno why the archive link doesn't work.

What does that mean, what kind of FPS? Is it actually playable?
At 266mhz it benchmarks at 8fps with full detail, and 9.3 with the autoexec.cfg I've included in the zip, both of which are good enough to be playable.

Did you have the RAM tweak also?
 
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Yes, I used these settings to get those benchmarks - /mnt/sd/cpu_speed --upll --timing 1 --cpuclk 266 --trc 6 --tras 4 --twr 1 --tmrd 1 --trfc 1 --trp 2 --trcd 2
 
woogal posted on Oct 26 2006 at 04:32 PM said:
Yes, I used these settings to get those benchmarks - /mnt/sd/cpu_speed --upll --timing 1 --cpuclk 266 --trc 6 --tras 4 --twr 1 --tmrd 1 --trfc 1 --trp 2 --trcd 2

Last question :blink: , have you incorporated the Squidge MMU hack into it?
 
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Pickle posted on Oct 26 2006 at 09:35 PM said:
Last question :blink: , have you incorporated the Squidge MMU hack into it?
Squidges hack just brings the second half of the memory up to the same speed as the first half, and as Quake2 doesn't use this memory there's no point implementing the hack.
 
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woogal posted on Oct 26 2006 at 04:38 PM said:
Pickle posted on Oct 26 2006 at 09:35 PM said:
Last question :blink: , have you incorporated the Squidge MMU hack into it?
Squidges hack just brings the second half of the memory up to the same speed as the first half, and as Quake2 doesn't use this memory there's no point implementing the hack.

Really? Thats pretty amazing that it runs on only 32meg. I would have thought it would have been more.
 
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Wolfsclaw said:
Damn i wish somebody would work on this.
It's not really an issue of optimization, Quake 2 is just a very demanding game to render in software-- much more tasking than Quake 1-- and there's probably also still lots of floating point code lingering about. The Quake 1/2 engines are ludicriously FP-heavy, for obvious reasons-- floating point code often executes much faster than integer code on x86 processors. And having run this game on my 266 Mhz Pentium 2 machine at 320x240 with software rendering, it broke perhaps 40 fps-- at 640x480+ it was appallingly slow, below 20 FPS most of time...
 
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