Putas wrote:leileilol wrote:If you're benchmarking GLQuake, don't forget to enable 24-bit mode, and throw in -bpp 32 into the parameters for GLQuake. It's faster that way.
For me 32bpp speed is same as 24, few percent slower then 16.
32bpp on PCX should be faster because of the lack of dithering (PCX is processed in 24/32bpp no matter what) and the less translation of data passed throughout the PCI bus since the PCI bus is also 32-bit
At least for me, PCX-2 is faster in 32bpp in every case i've tried
Putas wrote:leileilol wrote:
PCX should be at least twice faster in the 320 modes... UT ran very smooth for me at that res 😀 (on a p4 of course)
In direct3d or SGL? Mine with last patch cannot do either.
Here's what you do:
1. Open SGLDrv.dll in a Hex editor
2. Jump to offset 85345 (0x14d61), or find "appPow"
3. Change YAMMM into YANNN
4. save
5. Edit SGLDrv.int, uncomment every line, save
6. Install KernelEx (I usually do it with the extensions disabled by default)
7. After rebooting etc. run UT in Windows98SE Compatibility mode
8. Attempt to change the renderer to the PowerVR SGL for Windows driver
it should work! Some other UE1.5 based games with a SGLDrv should work too, at least without the first 4 steps (don't know why UT had to do that)
UT has one big problem though - the light intensity offset is shifted much brighter. I wish this could be fixed, it didn't have this problem in the UT demo (skip the first 4 steps for UT demo's SGL to work)
I don't know why the heck KernelEx is required to get it working. but it does.