VOGONS


Reply 240 of 648, by candle_86

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well it seems if you have an option to enable EAX 4 your using 1.1, and the EAX addition hurt preformance of the game

Reply 241 of 648, by JayCeeBee64

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The Celeron 400 refused to work in the Asus board, so I went with the 600 Coppermine.

Celeron 600MHz, Asus CUSL2-C (Socket 370), 512mb PC133 SDRAM, NVIDIA GeForce 3 Ti 200 64mb AGP (30.82 WHQL drivers), Turtle Beach Santa Cruz, DirectX 9.0c, Windows XP SP3.

PfuGy9e.png dwAiZ6A.png Mlm9iVz.png

1024x768 Ultra Quality=4.7
EomWSsI.png

Still not low enough. Will have to wait until my Slot 1 project is finished to try the Mendocino.

I also gave the P3 1GHz a run as well.

Pentium III 1000EB, Asus CUSL2-C (Socket 370), 512mb PC133 SDRAM, NVIDIA GeForce 3 Ti 200 64mb AGP (30.82 WHQL drivers), Turtle Beach Santa Cruz, DirectX 9.0c, Windows XP SP3.

BsfRZy0.png AR3YhtO.png

1024x768 Ultra Quality=6.2
SYo1ZTH.png

Ooohh, the pain......

Reply 242 of 648, by Standard Def Steve

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The 600fps barrier has been smashed. Still running at 4.5GHz, but with the memory overclocked to 2400MHz/CL10 @ 1.58v (up from 2133/CL9 @ 1.55v)
I also disabled desktop composition (Aero), which added 3.8 fps.
And yes, this is indeed the original release of Doom3, without the 1.3 patch.

i7-4930k @ 4.5GHz, Asus GTX 970 (347.25), 32GB DDR3-2400 CL10, Asus Rampage IV Gene (x79), onboard audio, Win7 x64
doom3-ddr2400_zpshx9l0sak.jpg

Last edited by Standard Def Steve on 2015-05-15, 23:57. Edited 1 time in total.

94 MHz NEC VR4300 | SGI Reality CoPro | 8MB RDRAM | Each game gets its own SSD - nooice!

Reply 243 of 648, by MrEWhite

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Is memory all that matters in this game 😜

Reply 244 of 648, by candle_86

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MrEWhite wrote:

Is memory all that matters in this game 😜

no, graphics card mattered alot back in 04 🤣

Reply 245 of 648, by MrEWhite

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My 980, i7 4790k @ 4.3 GHz, and 16 GB DDR3 1866 MHz of RAM doesn't get 500 FPS 😜

Reply 246 of 648, by Standard Def Steve

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Memory bandwidth definitely has a big part in Doom 3 performance. Take a look at Elianda's 3930K. Despite being based on the relatively old Sandy Bridge core, it still outperforms the higher-clocked Haswell CPU in the toplist. The 3930K and 4930K processors have quad-channel memory controllers; the other i5/i7 CPUs in that list are dual-channel parts.

94 MHz NEC VR4300 | SGI Reality CoPro | 8MB RDRAM | Each game gets its own SSD - nooice!

Reply 247 of 648, by candle_86

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Standard Def Steve wrote:

Memory bandwidth definitely has a big part in Doom 3 performance. Take a look at Elianda's 3930K. Despite being based on the relatively old Sandy Bridge core, it still outperforms the higher-clocked Haswell CPU in the toplist. The 3930K and 4930K processors have quad-channel memory controllers; the other i5/i7 CPUs in that list are dual-channel parts.

well then i need another 8gb stick of DDR3 for my FX then, right now running single channel 🤣

Reply 248 of 648, by tincup

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Well my P4/C2D motherboard is limited to single channel ram which definitely hurts Doom 3 numbers. But it also boots W98se and the board has a full set of W98 drivers so the channel limitation is an acceptable compromise for this XP/W98 system. The FX-8350 build on the other hand could use more ram regardless and bumping up 8 to 16 is probably the next upgrade to the mothership.

Reply 249 of 648, by candle_86

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tincup wrote:

Well my P4/C2D motherboard is limited to single channel ram which definitely hurts Doom 3 numbers. But it also boots W98se and the board has a full set of W98 drivers so the channel limitation is an acceptable compromise for this XP/W98 system. The FX-8350 build on the other hand could use more ram regardless and bumping up 8 to 16 is probably the next upgrade to the mothership.

well why not grab an 865p 775 board, I had a gigabyte one back in the day and 965p supports 98SE

Reply 250 of 648, by tincup

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candle_86 wrote:
tincup wrote:

Well my P4/C2D motherboard is limited to single channel ram which definitely hurts Doom 3 numbers. But it also boots W98se and the board has a full set of W98 drivers so the channel limitation is an acceptable compromise for this XP/W98 system. The FX-8350 build on the other hand could use more ram regardless and bumping up 8 to 16 is probably the next upgrade to the mothership.

well why not grab an 865p 775 board, I had a gigabyte one back in the day and 965p supports 98SE

Also needs to be Pci-e and micro ATX form factor.. The Biostar P4M890-M7-TE [or SE] is an average 'value' board but does what I need it to do, and is pretty easy to source cheaply on eBay. I originally went with a similarly configured MSI P4M900M3-L [also single-channel] but it literally burst into flames a week or so into the project...

Reply 251 of 648, by Skyscraper

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I found my discs 😀

Even in Windows 7 -64 this Core 2 Duo system is much much faster with this version.

No print screening inside Doom 3 in Windows 7 it seems but here are the specs.
1f4E84004500EP35CDS3R4G.jpg

New PC: i9 12900K @5GHz all cores @1.2v. MSI PRO Z690-A. 32GB DDR4 3600 CL14. 3070Ti.
Old PC: Dual Xeon X5690@4.6GHz, EVGA SR-2, 48GB DDR3R@2000MHz, Intel X25-M. GTX 980ti.
Older PC: K6-3+ 400@600MHz, PC-Chips M577, 256MB SDRAM, AWE64, Voodoo Banshee.

Reply 252 of 648, by MrEWhite

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So I guess the disk version is better?

Reply 253 of 648, by Skyscraper

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MrEWhite wrote:

So I guess the disk version is better?

Earlier versions are better than v1.3 and v1.31 thats for sure, the difference seem to be 10-25%. The faster your system is the more you gain from using an earlier version of the game it seems.

New PC: i9 12900K @5GHz all cores @1.2v. MSI PRO Z690-A. 32GB DDR4 3600 CL14. 3070Ti.
Old PC: Dual Xeon X5690@4.6GHz, EVGA SR-2, 48GB DDR3R@2000MHz, Intel X25-M. GTX 980ti.
Older PC: K6-3+ 400@600MHz, PC-Chips M577, 256MB SDRAM, AWE64, Voodoo Banshee.

Reply 254 of 648, by MrEWhite

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Need to get a disk version then 😜

Reply 255 of 648, by Skyscraper

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I reinstalled Windows XP to see how the older version would perform.

I matched the settings I used for the 300 FPS run with the GTX 285 (I did also bench with the GTX 580 and v3.0 but the score was below 300 FPS.)

Core 2 Duo E8400 @4500, GTX 580. 1024*768 Ultra: 425.6 FPS
fbE84004500EP35CDS3R4G.jpg

New PC: i9 12900K @5GHz all cores @1.2v. MSI PRO Z690-A. 32GB DDR4 3600 CL14. 3070Ti.
Old PC: Dual Xeon X5690@4.6GHz, EVGA SR-2, 48GB DDR3R@2000MHz, Intel X25-M. GTX 980ti.
Older PC: K6-3+ 400@600MHz, PC-Chips M577, 256MB SDRAM, AWE64, Voodoo Banshee.

Reply 256 of 648, by MrEWhite

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Any downgrader program for D3?

Reply 257 of 648, by Skyscraper

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I pushed the E8400 another 200 MHz, the next vcore option after 1.6V is 1.8V... no thanks! The 1.6V setting gives 1.55V idle and ~1.475V load which isnt enough for a higher speed than 4700 MHz. I had to drop the memory divider so the memory speed is a little lower.

E8400 @4700, GTX 580. 1024*768 Ultra: 443 FPS
E84004700EP35CDS3R4G.jpg

New PC: i9 12900K @5GHz all cores @1.2v. MSI PRO Z690-A. 32GB DDR4 3600 CL14. 3070Ti.
Old PC: Dual Xeon X5690@4.6GHz, EVGA SR-2, 48GB DDR3R@2000MHz, Intel X25-M. GTX 980ti.
Older PC: K6-3+ 400@600MHz, PC-Chips M577, 256MB SDRAM, AWE64, Voodoo Banshee.

Reply 258 of 648, by tincup

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I read a brief list of the v131 patch log but can't tell if there is anything really essential to warrant patching if fps is at issue. I'm pretty sure the patch removes DRM which is nice, but other than that it's hard to tell what if anything is improved. Multiplayer?

Reply 259 of 648, by JayCeeBee64

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MrEWhite wrote:

Any downgrader program for D3?

None that I'm aware of. To get version 1.0 you have to install from the original 2004 retail CDs; Steam users may be SOL (I have no idea what version is available there).

tincup wrote:

I read a brief list of the v131 patch log but can't tell if there is anything really essential to warrant patching if fps is at issue. I'm pretty sure the patch removes DRM which is nice, but other than that it's hard to tell what if anything is improved. Multiplayer?

FWIW, here is the complete list of changes to Doom 3 updates from version 1.1 to 1.3.1:

==============================
Doom 3(TM) 1.3.1 Update README
==============================

Last updated 12-14-2006

Please note that in-game console commands are not supported by Activision(R).

This update for Doom 3 addresses issues found in multiplayer and single player
since release. A complete list of what we have fixed and added is below.
For future releases and more information about the game, please visit our
web site: http://www.doom3.com

For additional technical help with Doom 3, please see the Help system that came
with the game, or visit our web site: http://www.doom3.com


NOTES FOR MOD USERS:
====================

- It is recommended that any user modifications that have been installed to the
Doom3 directory be removed before installing this update. These modifications
are not supported by Activision and may not be compatible with some of the
new features that are included.


NOTE FOR SINGLE PLAYER SAVED GAMES:
===================================

- Using this update will reset your progress in whatever map you are currently
saved in. When loading a saved game, the player starts at the begining of
that map with their inventory intact.

- Using this update will reset the Nightmare skill setting. If you are playing
in Nightmare mode before applying the 1.3 update, you will need to re-enable
it in the console (g_nightmare 1). After enabling it in the console,
the game must be relaunched in order for nightmare mode to show up as a
selectable option.


NOTE FOR WIN32 DEDICATED SERVER EXECUTABLE
==========================================
- Also included in the 1.3 update is a Win32 dedicated server executable.
This allows servers to be run under Win32 without a CD Check. You can launch
this with command line options or configure it through the console once
launched. Just launch "Doom3Ded.exe".


Fixes & Updates in 1.3.1:
============================
- Tested and improved Vista compatibility
- Fix a potential crash in physics
- Fix an issue with pak downloaded being immediately appended without
filesystem restart
- Fixes to DNS lookup, reduced the stalls
- Updated the code to gcc 4.0 compliance, for Mac OSX universal binaries and
GNU/Linux x86 binaries
- Threading implementation for Mac and Linux is more compliant with the Win32
behaviours
- Fix Alsa sound backend (Linux)
Show last 185 lines
- Fixes to tty code (Linux)

Fixes for modding/SDK:
----------------------
- Fix RevBitFieldSwap issue (affected only big endian platforms)
- Fix ReadBindFromSnapshot
- Verbose overflow check in idBitMsg::WriteBits and apply related fixes
- Fix a GetFileList issue
- Expose key states and button states to the game
- Pass lastPredictFrame to the game (client prediction)
- Pass HandleMainMenuCommands to the game
- Pass the GUID to the game (in ClientConnect call)
- Allow game to override gui load menu


Fixes & Updates in 1.3:
============================
- PunkBuster(TM) support has been added.
- EAX(R) ADVANCED HD(TM) support in the sound engine contributed by Creative Labs(R).
Doom 3 base game comes with room reverb data.
- To utilize EAX(R) ADVANCED HD(TM) in Doom 3, you must have 100% EAX 4.0 compatible
sound card. Please refer to your sound card manufacturer for details on whether
or not your sound card supports EAX 4.0.
- Sound Blaster(R) Audigy(R) 2 users who wish to utilize the new EAX 4.0 feature in
Doom 3 should download the latest Creative Beta Drivers for the card released on
April 5th, 2005. Not using these drivers may result in game instability while
using EAX 4.0.
- Server provides .pk4 file download URLs (http/ftp), client has internal download.
- New class of .pk4 files: 'addon paks' are only referenced when the map is loaded in.
- .pk4 downloads and addon paks come with a number of fixes to the 'pure server mode'
filesystem code.
- Fixed ragdoll bounciness.
- Fixed how Doom 3 detects LAN client vs. Internet clients.
- LZW compression of render demos.
- Fixed command line parameter passing.
- Added a QuakeIII-style graph of the connection quality for network clients
defaults off, enable with net_clientLagOMeter 1
displays a graph of how much the client predicts ahead of the server
note that you can change the minimum predict ahead of a client by setting
net_clientPrediction

Changes relevant to mod developers (SDK):

- Added UploadImage to idRenderSystem interface. This lets the user blit images to
the renderer.
- Supports fs_game_base; this lets you base a mod off base game + d3xp + your own
content.
- Most of the download redirection is handled in the game code, and can be extended.

Linux specific:

- ALSA device opened non-blocking to avoid hangs.


Fixes & Updates in 1.2:
============================

- Engine changes to support DOOM 3(TM): Resurrection of Evil(TM) features
( time groups is the main difference )
- Mod support fixes ( also for DOOM 3: Resurrection of Evil support )
- Online cd key check during startup ( with DOOM 3: Resurrection of Evil key support
if DOOM 3: Resurrection of Evil is installed, whatever the current mod )
- Fix net_clientServerTimeout when server crashes / disappears
- Cut down on projectile net traffic
( both base/ and DOOM 3: Resurrection of Evil/ code )
- Lots of compatible internal savegame code changes from OS X(TM) and Linux(TM)
in order to do things in a portable way
- Networking fixes to hitscan projectiles
- Fix a bug in the usercmd transmission
- Fix client drops when server in pure mode changes maps too fast for clients
- Reworked the synchronization of firing animations over the network


Fixes & Updates in 1.1:
============================

GENERAL
- Querying a cvar (typing name with no value on the console) now also prints out
help text
- Updated some cvar docs

STABILITY
- Fixed desktop crash when loading a QuickSave made when during influence in
EPD Lab in Alphalabs 1
- Fixed game freezing if in-game MP menu is opened just after a change map vote
Passes and just before the map changes.
- Fixed duplicate player names shutting down a server during map changes

INTERFACE
- Fixed scrolling lists with arrow keys while holding control crashing game
- Added toggle functionality to movement commands
(i.e. toggle crouch as opposed to holding the button down)
- Added in_togglecrouch, in_togglerun, & in_togglezoom
- Added dialog to multiplayer video settings menu telling user that changes require
exiting game before they'll take effect
- Fixed remote password field only displaying 3-4 characters at a time.
- Fixed g_voteFlags so that spectator and nextmap could be individually toggled
- Made print screen bindable.
- Made Alt-Gr (right alt) bindable separately for European versions. For english
versions, right alt and left alt both bind as "alt" so that US users who currently
have something bound to right alt don't have their config affected by the update.
- Added mouse wheel scrolling to server list (GUI list boxes).

SINGLE PLAYER
- Fixed issue when switching between flashlight and previous weapon after using
the PDA.

NETWORKING/MULTIPLAYER
- Bumped damage up on rocket jumping in multiplayer
- Decreased damage from chaingun to 25 in multiplayer
- Exploding barrels to full damage to attacker in multiplayer
- Increased height for falling damage in multiplayer
- Made g_fov modifiable in mutiplayer from 90 to 110
- Changed server protocol version from 1.33 to 1.34
- Changed idEntity::SetName to allow entities to be named after startup during
network games
- Changed idClass::PostEventArgs to allow script threads to post events during
network games
- Changed net_allowCheats to allow cheat commands during network games
- Fixed projectile launched from wrong position when player exits teleporter while
holding fire
- Fixed rocket launcher dealing no splash damage to player at certain angle in
Edge 2
- Fixed light from flashlight remaining after player is killed.
- Fixed frags going negative when over 64. Maxfrags now at 100.
- Fixed -1/1 ammo count while dropping weapon in multiplayer
- Fixed no rockets in view-model rocket launcher when first picked up
- Exploding barrels now give credit for kills to the player who damaged the barrel
in multiplayer
- Fixed chaingun flickering on/off when spectating another player in Tourney
- Fixed no "You lose" message being played for loser in Last Man Standing.
- Added join messages when players join an MP game.
- Fixed players stuck spectating when no spectators vote is passed.
- Added chat and connection interrupted icons
- Fixed Frag Chamber doors killing player if they're moving towards them just as
they open (kill trigger was turned off too late in the script).
- Added build for a dedicated server executable (DooM3Ded.exe) on Win32.
- Fixed problems with server list:
- wrong server being joined when sorting
- wrong server being joined when filtering
- server list not being sorted initially by ping.
- Chat text no longer converts high-ASCII chars to periods
- Fixed problem with players logging on and being stuck in spectator mode,
yet not really spectating
- Fixed Incorrect scoring information appears on scoreboard
- Fixed backpack secret exploit on d3dm5 "Lights Out"
- Added chat/lag icons
- Elevators now return to their home position even if someone is standing on them

RENDERING
- r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10)
- Fixed in-game videos disappearing if you go to the menu and return
- Fixed inconsistent worldview of players exiting teleporter.

SOUNDS
- Fixed weapon sounds always playing the first sound in a sound shader instead of
randomly picking one.
- Fixed bullet ricochet sound when punching glass.

LOCALIZATION
- Localized key names in bind menus
- Localized multiplayer text
* warmup text
* spectator text
- "QuickSave" name in save / load menu is now localized
- Fixed key binding issues with European (Italian, French, Spanish) keyboards
* all keys should be bindable now
* this includes modifying scan tables
- Fixed pickup items not being localized. Not fixed in MP, as this would require
including the .map files in the update. Any user maps created with update code
should have the correct string id required for localization, however.
- Fixed "General Access" not being localized on PDAs.
- Added pure exclusions for all files that were causing pure server connection
problems between mixed languages.
- Localized "Press any key..." in binding menus.
- Localized messages that client receives from the server when kicked or the server
shuts down.
- Localized "Server Full" message.
- Fixed Huffman encoding in decl manager so all characters have a minimum frequency
of one. This allows an optimal bit code length and fixes a memory overrun assert
and crash when loading Russian decls.
- Map names in Save / Load menu are now localizable.
- Removed hard coded english text from "Player is ready" message in MP.
- Fixed Italian accented i showing up as ^ and vice versa

Ooohh, the pain......