First post, by RichB93
- Rank
- Oldbie
Hey all,
So I've decided to sell up some of my bits as they're just sat boxed and aren't really getting any love. One of the things I wanted to do was some benchmarking with vQuake on my V2200 card, so I've spent this afternoon running some time demos in all different resolutions and with the all important r_surfacelookup command. Testing was done using a PIII 866MHz with 512MB RAM, and a 4MB V2200 AGP, alongside a SB Live! using SB16 emulation, running under pure DOS. The standard DEMO1, DEMO2, and DEMO3 demos were used with timedemo. It's odd that once you hit 512x384 and above, the audio starts to go choppy in the menus, and the menu performance itself tanks. Any idea why this is?
This is an interesting port of quake that's notable for being the first accelerated version available, and is based on the software renderer - it's interesting that it supports full anti-aliasing for such an early game, and as far as I know, is the only version to have funky water effects, even if the water doesn't appear transparent.
Anyhow, onto the numbers!
As you can see, r_surfacelookup makes a big difference if you're running on a machine with a decent CPU - I don't know at what point the CPU becomes faster than the card at doing the texture conversion, but it's quite a big jump. Are there any V1000 numbers out there? From what I can find online, the V2200 didn't actually provide that big a performance boost over the V1000 in vQuake due to how the game was coded.
Sorry my commentary on this is minimal, but nevertheless I figure it may bring some interesting conversation 😀 Cheers!