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First post, by fractal5

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I have Quake 1.08 installed on Windows 98.

Regardless of running quake.exe or q95.bat I experience stuttering now and then. This isn't usual lag, but more that the game suddenly skips a few frames. This appears to happen arbitrarily and suddenly without any consistent pattern.

Note, I get high FPS, I can run 800x600 in software rendering without lag in terms of FPS.

Reply 1 of 11, by Joseph_Joestar

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Try enabling V-Sync by editing Quake's config.cfg file and ensuring that the following two lines are present:

vid_wait "1"
_vid_wait_override "1"

BTW, that underscore symbol in front of the second line isn't a typo, it's supposed to be there. The DOS version of Quake sometimes exhibits screen tearing and other graphical glitches on fast systems. Enabling V-Sync limits the maximum FPS to your monitor's refresh rate, which might help with this problem.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Athlon64 3400+ / Asus K8V-MX / 5900XT / Audigy2
PC#4: i5-3570K / MSI Z77A-G43 / GTX 970 / X-Fi

Reply 2 of 11, by fractal5

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Joseph_Joestar wrote on 2023-07-09, 17:29:
Try enabling V-Sync by editing Quake's config.cfg file and ensuring that the following two lines are present: […]
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Try enabling V-Sync by editing Quake's config.cfg file and ensuring that the following two lines are present:

vid_wait "1"
_vid_wait_override "1"

BTW, that underscore symbol in front of the second line isn't a typo, it's supposed to be there. The DOS version of Quake sometimes exhibits screen tearing and other graphical glitches on fast systems. Enabling V-Sync limits the maximum FPS to your monitor's refresh rate, which might help with this problem.

Excellent advice. Unfortunately, it didn't work.

Reply 4 of 11, by Gmlb256

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Try QIP Quake, it has improvements, and the DOS version is faithful to the original one. Should work with the data files from version 1.08.

VIA C3 Nehemiah 1.2A @ 1.46 GHz | ASUS P2-99 | 256 MB PC133 SDRAM | GeForce3 Ti 200 64 MB | Voodoo2 12 MB | SBLive! | AWE64 | SBPro2 | GUS

Reply 6 of 11, by Joseph_Joestar

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fractal5 wrote on 2023-07-09, 22:24:

Excellent advice. Unfortunately, it didn't work.

Interesting. I remember having similar (but not exactly the same) visual glitches on my AthlonXP system, and those settings resolved them for me. Not sure if it will make any difference, but try using this instead:

vid_wait "2"

It uses a slightly different syncing method. Oh and, if anyone's curious, a detailed list of Quake console commands is available here. That page also has notes on what each command does and sometimes even mentions in which patch version a particular command was introduced.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Athlon64 3400+ / Asus K8V-MX / 5900XT / Audigy2
PC#4: i5-3570K / MSI Z77A-G43 / GTX 970 / X-Fi

Reply 7 of 11, by fractal5

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Gmlb256 wrote on 2023-07-09, 22:40:

Try QIP Quake, it has improvements, and the DOS version is faithful to the original one. Should work with the data files from version 1.08.

The DOS version runs, the visual stutter is gone, but now the audio stutters!

The WIN version doesn't run: It requires WDIRXX.DLL, I got this by downloading WDIR--DLL.ZIP

Got past that, however, now it needs:

pmproxxf.dll

Which I unfortunately cannot find.

Reply 8 of 11, by fractal5

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Joseph_Joestar wrote on 2023-07-10, 03:50:
Interesting. I remember having similar (but not exactly the same) visual glitches on my AthlonXP system, and those settings reso […]
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fractal5 wrote on 2023-07-09, 22:24:

Excellent advice. Unfortunately, it didn't work.

Interesting. I remember having similar (but not exactly the same) visual glitches on my AthlonXP system, and those settings resolved them for me. Not sure if it will make any difference, but try using this instead:

vid_wait "2"

It uses a slightly different syncing method. Oh and, if anyone's curious, a detailed list of Quake console commands is available here. That page also has notes on what each command does and sometimes even mentions in which patch version a particular command was introduced.

Tried it, same.

Reply 9 of 11, by fractal5

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leileilol wrote on 2023-07-10, 00:12:

winquake with the -dibonly parameter should be enough (assuming video hardware is new enoughfor needing to dodge scitech mgl)

I don't have the "winquake" executable, am I supposed to have that?

Reply 10 of 11, by Gmlb256

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fractal5 wrote on 2023-07-10, 23:31:

The DOS version runs, the visual stutter is gone, but now the audio stutters!

Try adding this into CONFIG.CFG (the underline must be included):

_snd_mixahead "0.2"

This would ensure that enough samples are mixed ahead of the time.

fractal5 wrote on 2023-07-10, 23:32:

I don't have the "winquake" executable, am I supposed to have that?

Can be obtained here: https://www.doomworld.com/idgames/idstuff/quake/wq100

It does include the necessary DLL files that you mentioned.

VIA C3 Nehemiah 1.2A @ 1.46 GHz | ASUS P2-99 | 256 MB PC133 SDRAM | GeForce3 Ti 200 64 MB | Voodoo2 12 MB | SBLive! | AWE64 | SBPro2 | GUS

Reply 11 of 11, by fractal5

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Gmlb256 wrote on 2023-07-10, 23:58:
Try adding this into CONFIG.CFG (the underline must be included): […]
Show full quote
fractal5 wrote on 2023-07-10, 23:31:

The DOS version runs, the visual stutter is gone, but now the audio stutters!

Try adding this into CONFIG.CFG (the underline must be included):

_snd_mixahead "0.2"

This would ensure that enough samples are mixed ahead of the time.

fractal5 wrote on 2023-07-10, 23:32:

I don't have the "winquake" executable, am I supposed to have that?

Can be obtained here: https://www.doomworld.com/idgames/idstuff/quake/wq100

It does include the necessary DLL files that you mentioned.

Nice!

The qip_winquake.exe works as it should.

Tried the regular qip_quake.exe with:

_snd_mixahead "0.2"

and

_snd_mixahead "0.5"

Didn't change anything. Note, I had to make the config file read-only to even be able to test this, otherwise it seems Quake immediately overwrites it with other values.