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Quake III Arena Benchmark Thread

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Reply 40 of 197, by appiah4

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leileilol wrote:

None of those 32-bit color or 32-bit textures will matter on V3 as they're clamped to 16-bit automatically due to what the GL ICD reports back to Q3.

"22-bit" is just a 2x2 box filter smudging your dither patterns. The framebuffer is the same

I can say for sure that the resulting image on the screen is not and the 32 bit option makes it a million times better.

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Reply 41 of 197, by zerker

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So I got my second video card installed and benchmarked it too. Results follow:

1346 frames, 27.7 seconds: 48.6 fps

Intel Pentium II-350
Intel SE440BX-2 Motherboard
Windows 98SE
192 MB RAM
ABIT Siluro GeForce 2 MX-400 (64 MB VRAM)

EDIT: Re-tested on Windows XP. Exact same specs otherwise:
1346 frames, 29.8 seconds: 45.2 fps

Reply 42 of 197, by slivercr

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One of my new P3-S 1400 arrived today, so I figured I'd test it out and post my results. I was also in the mood to play with a Radeon 9100—a lower clocked 8500 that came out later—so I'm curious under which year you'll put the entry;

144.8 FPS, slivercr, Radeon 9100 @ 250/500 MHz (5.8 Catalyst), Pentium III-S 1400 @ 1400 MHz, intel OR840 (i840), 2 GB RDRAM PC800-45, XP-SP3

When the second Tualatin arrives I'll submit the dual CPU results, as well as those of a GF3 Ti 500 and a GF4 Ti 4600 😉

Last edited by slivercr on 2017-07-13, 20:42. Edited 1 time in total.

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Reply 43 of 197, by appiah4

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I just realized I may have benched with vsync o .. I need to check that in the 3dfx panel and rebench if necessary this weekend.

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Reply 45 of 197, by slivercr

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dexvx wrote:

How well does SMP work with this version of Quake 3?

Its buggy, to say the least. Hangs are common if you edit the cfg file with r_smp 1: most of the time you will be greeted by a blank screen when launching the game. Using the method above in this thread, editing the shortcut, has yet to fail me. It consistently launches the game for me.

Performance wise, you'll get a nice boost. In my system, with a couple of CuMine 1000 EB and a GeForce3 Ti 500 [GeForce4 Ti 4600] you are looking at 92.5 [93.3] fps without SMP, versus 115.2 [120.6] with SMP enabled.

Outrigger: an ongoing adventure with the OR840
QuForce FX 5800: turn your Quadro into a GeForce

Reply 46 of 197, by zerker

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So my Pentium III-450 just arrived, and I swapped out the Pentium II and re-benchmarked it on both my cards (and OSes). I also reformatted my results up to now to match the format on the first page.

Here are the 3DFX results on both processors:
35.5 FPS, zerker, 3Dfx Voodoo III 2000 (4.12.01.0666) @ 143.2 MHz, Pentium II 350 @ 349.19 MHz, Intel SE440BX-2 (82440BX), 192MB SDRAM PC100 CL3-2-2, 98SE

38.9 FPS, zerker, 3Dfx Voodoo III 2000 (4.12.01.0666) @ 143.2 MHz, Pentium III 450 @ 448.96 MHz, Intel SE440BX-2 (82440BX), 192MB SDRAM PC100 CL3-2-2, 98SE

Next for the GeForce 2 MX. Didn't retest Win98 + GeForce on the Pentium III because I don't actually want to keep Windows 98 drivers enabled for this card. Last time I reverted to a backup after testing, which isn't my preference.

48.6 FPS, zerker, ABIT Siluro GeForce 2 MX-400 (81.98) @ 100/182.55 MHz, Pentium II 350 @ 349.19 MHz, Intel SE440BX-2 (82440BX), 192MB SDRAM PC100 CL3-2-2, 98SE

45.2 FPS, zerker, ABIT Siluro GeForce 2 MX-400 (93.71) @ 100/182.55, Pentium II 350 @ 349.19 MHz, Intel SE440BX-2 (82440BX), 192MB SDRAM PC100 CL3-2-2, XP-SP2

51.0 FPS, zerker, ABIT Siluro GeForce 2 MX-400 (93.71) @ 100/182.55 MHz, Pentium III 450 @ 448.96 MHz, Intel SE440BX-2 (82440BX), 192MB SDRAM PC100 CL3-2-2, XP-SP2

Incidentally, can anyone recommend a Windows-XP tool for grabbing the clock speed of a Video card? The Windows 98 tool I already had just bluescreens on Windows XP, and CPU-Z could supposedly grab that information, but is just blank for me right now (hence the TBCs above).

Last edited by zerker on 2017-07-25, 22:53. Edited 1 time in total.

Reply 49 of 197, by silikone

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Comparing Quake 3 benchmarks to Quake 2, is the difference in GPU capped performance mainly caused by the significant increase in polygons, or are all the "special" blending effects to blame?

leileilol wrote:

None of those 32-bit color or 32-bit textures will matter on V3 as they're clamped to 16-bit automatically due to what the GL ICD reports back to Q3.

"22-bit" is just a 2x2 box filter smudging your dither patterns. The framebuffer is the same

Is 16-bit texturing inherent in the Voodoo 3? Are there no texture formats that offer higher quality on it?

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Reply 50 of 197, by dexvx

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silikone wrote:

Comparing Quake 3 benchmarks to Quake 2, is the difference in GPU capped performance mainly caused by the significant increase in polygons, or are all the "special" blending effects to blame?

Polygons, increase texture size, and lighting.

Also, OP needs to update this thread

Reply 51 of 197, by silikone

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dexvx wrote:

Polygons, increase texture size, and lighting.

What lighting? The lightmap density remains the same, but the dynamic lighting has regressed to blobs that forget to take the third dimension into account, as if they thought they were in the Doom engine. In addition, addition is not what they use. They instead blend with the lightmaps multiplicatively.
I understand that this was done to abolish texture uploads, which Id was a big opponent of, but still, the dlights might as well not be there, as they fail to do their one job: illuminate the darkness.

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Reply 52 of 197, by leileilol

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Q3's big non-graphical speed bottleneck is actually the QVM system. The slowness of QVMs meant excising a lot of things and putting hard limits on dynamic polygons and marks because it can't handle that much. This is mainly why Q3 didn't have a particle system.

You should see faster results when using DLLs instead, though getting those going would require MSVC6'ing your own from the Q3 SDK source or the original 1.32c gpl source release.

The dlights are a more expensive modulation blend (which cannot light up dark areas)

(some "pro" players also alleged the sound system in Q3's also slow, though i don't feel that's true first-hand)

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Reply 53 of 197, by silikone

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More expensive? Than additive blending? Then what is the benefit?

Did they not update the sound system at some point? I recall that the rockets did not have the doppler effect in early versions (probably delegating this to the then available A3D support).

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Reply 55 of 197, by leileilol

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silikone wrote:

More expensive? Than additive blending? Then what is the benefit?

Addiitve would wash out the texture detail. If you want an id tech3 example of additive dynamic lighting, play Alice.

silikone wrote:

Did they not update the sound system at some point? I recall that the rockets did not have the doppler effect in early versions (probably delegating this to the then available A3D support).

Starting from 1.25 the soundsystem junked A3D support out as well as regress the channel handling (causing annoying overlapped sounds). This was deliberately done to avoid the "hitch" when going in and out of menus

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Reply 56 of 197, by silikone

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leileilol wrote:
silikone wrote:

More expensive? Than additive blending? Then what is the benefit?

Addiitve would wash out the texture detail. If you want an id tech3 example of additive dynamic lighting, play Alice.

I presume this is a limitation of multitexturing. If they were done in two passes, could the dynamic lights be added so that the albedo would not be affected?
Actually, forget I asked. A veteran shouldn't have to lecture someone for free.

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Reply 57 of 197, by leileilol

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Unfortunately Q3's shader system is very unfriendly to any idea of combining textures with the lightmap. Jedi Academy did it but its method isn't compatible with other ideas for shaders like detail texturing...

FWIW the Q3tests had the old update-the-lightmap method instead (and this was incompatible with texture compression!!)

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Reply 58 of 197, by falloutboy

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leileilol wrote:

(some "pro" players also alleged the sound system in Q3's also slow, though i don't feel that's true first-hand)

Makes a big difference on my Super Socket 7 system. Have not testet with others.
44.8 fps with sound ; no a3d sound
62.9 fps without sound

Quake3 1.32 with custom settings (quite low)
demo four

K6-III+ 550MHz
Tyan S1590
GeForce3-Ti200 Det. 14.10
Vortex 2
Win98SE

In Quake 2 it's only 5% difference on that system.

Reply 59 of 197, by Fusion

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Running the Q3A Demo v1.11, demo001 I get 50.3fps at 1024x768 high settings. With my Voodoo 3 3000 @ 195/195.

With a few tweaks I can hit near 60fps with little image quality loss. 😎

Pentium III @ 1.28Ghz - Intel SE440xBX-2 - 384MB PC100 - ATi Radeon DDR 64MB @ 200/186 - SB Live! 5.1 - Windows ME