Old 4:3 Display... Pentium 3 Laptop?
#265 posted by qbism on 2015/02/05 04:12:57
I have a similar 4:3 situation on an old laptop. Set vid_nativeaspect 1.333 in the console. By default super8 will guess aspect based on the highest available resolution.
Rolling with 8-bit purism theme, the only legitimate framerate comparison is with Quakeforge and GLSL simulated 8-bit. How's that compare on same machine?
Also Framerate
#266 posted by qbism on 2015/02/05 04:45:37
Biggest boost to framerate would be fog 0 in console. But it will never reach Quakespasm fps. (Well, maybe on fast CPU with lousy GPU.) Among all bigmap-capable engines QS is the fastest I've seen.
I usually set cl_maxfps to 24. In SW mode it doesn't feel as choppy as one might think. Hardcore is 12 or maybe 10. Might have been thrilled to get 12 fps in '96.
Compass
#267 posted by qbism on 2015/02/05 06:33:34
I don't know if it's the same issue, but just realized my fov compensation is slightly off-center. The effect is that the view and the vwep are not rotating on the same axis. Fixable.
Compass
#268 posted by Kinn on 2015/02/05 10:44:25
Yah, what you said sounds like the culprit. Here is the porblem as I see it:
Look left: http://i.imgur.com/U4aX3sR.png
Look right: http://i.imgur.com/CnvoYH4.png
#269 posted by dwere on 2015/02/05 16:24:50
>> Pentium 3 laptop?
No, but I often use 640x480 to improve performance, because it's the smallest resolution available to me.
Thanks, "vid_nativeaspect 1.333" helped, although 2D is still distorted. That was my main gripe, really, because unfiltered artwork looks very ugly when stretched by the wrong amount.
>> The effect is that the view and the vwep are not rotating on the same axis.
TBH, it's the case even with the vanilla engine, although it's not nearly as noticeable.
Viewmodel
#270 posted by qbism on 2015/02/05 18:54:53
Thanks for the pics. Bob settings move the model but scr_ofsx, y, and z move player POV. Hadn't thought about that before.
aspect: It might be possible to affect 2D graphics by the override as well. Will look into it.
Qbism
#271 posted by Kinn on 2015/02/07 12:28:32
Does snd_speed "11025" work? I set this in my config but the sound still seems all crisp and squeaky, like it's stuck at a higher value...?
QuakeForge, Windows, And Fullscreen?
#272 posted by anonymous user on 2015/02/07 19:13:28
Anybody here using QF on Windows 7?
I was giving it a try, and I can't get it to go fullscreen. Console just says "vid_updatefullscreen: error setting fullscreen".
Googling just turns up a lot of "yep that's a problem" sorts of pages, either about QF specifically or about SDL on Windows, so I thought I'd ask here if it is a known QF issue that has a fix/workaround.
Perhaps related: the framerate tanks if I leave QF in windowed mode but increase it to some usable resolution (like 1280x720) using command-line args.
I Have Same Problem On Windows 8
#273 posted by Kinn on 2015/02/07 19:33:26
I tried QuakeForge - can't get it to do anything beyond a 320x200 window.
Buggered about for a few minutes with configs, command line bollox etc, then gave up.
Snd_speed
#274 posted by qbism on 2015/02/07 20:45:27
Sound initialization occurs very early in Winquake. It's in the video code prior to video initialization. According to code comments, this is so that a pop-up error message could be displayed if the audio card is already in use by another program.
In next build this will be a command-line setting:
-sndspeed
Really the only the way to get to it without possibly breaking compatibility. Because that is the case, will leave the original 11025 as default.
QF
#275 posted by qbism on 2015/02/07 20:47:36
can set -width 800 -height 600 (for example) in cammand line to get a bigger window. Still won't be fullscreen, and the FPS is very low for me.
QF
is so damn buggy. I went through a two day period of absolutely loving that engine, then realised it was buggy and (then) abandoned.
#277 posted by Spirit on 2015/02/08 09:03:59
Did you report them? Bug finding needs active users.
Qf
runs at a really low frame-rate for me. lasted about 5 minutes with it then deleted it.
QF
#279 posted by Kinn on 2015/02/08 17:44:13
Yeah, if it can't even get fullscreen stuff right, I'm not surprised that the rest of it is jangly as all trousers too...
Quakeforge
#280 posted by Spirit on 2015/02/08 19:18:46
There are different renderers available, try
+set vid_render (gl|gles|sw|sw32)
No idea if the windows binary has them built in or something.
http://forums.inside3d.com/viewtopic.php?f=1&t=5118 has some more tips.
#281 posted by Joel B on 2015/02/08 22:05:18
(The accidentally-anon QF post above was me, BTW.)
This command line works for me: +set vid_render sw +set vid_width 1920 +set vid_height 1080 +set vid_fullscreen 1 +set con_width 640 +set con_height 360
Both sw and sw32 work for vid_render. Not sure what the difference is? Output pixel bit depth?
The gl renderer is painfully slow, and glsl causes an error dialog that says "Couldn't load critical OpenGL function glActiveTexture" (same thing that sock reported in that thread).
Also Featuring Ghost Torches
#282 posted by Spirit on 2015/02/08 22:08:17
fteqw has r_softwarebanding now, I never knew the software stuff was responsible for the proper brownness. It looks so much nicer, especially the bricks.
http://www.quaketastic.com/files/screen_shots/fte-20150208220201-0.png
http://www.quaketastic.com/files/screen_shots/fte-20150208220215-0.png
Ahhhh
#283 posted by Kinn on 2015/02/08 22:16:43
Those are the colours I remember in my Quake.
Thought
#284 posted by ericw on 2015/02/08 23:26:08
is it possible glquake/fitzquake/etc. are missing a gamma correction step somewhere? The second shot "pops" more, I'm not sure it's just the banding doing it
#285 posted by metlslime on 2015/02/08 23:55:41
those are both from FTE
i think what you're noticing is the first shot has blurry floors and ceilings from the trilinear filtering (plus the lack of anisotropic.) Second shot appears to use GL_NEAREST filtering.
#286 posted by Kinn on 2015/02/09 00:16:32
You need to compare thoses images on a fairly bright monitor to really appreciate the difference, and when you do it's crystal clear that the colours are totally different, especially in the shadows, because the first image is just combining the textures with the lightmap using multiply or whatever, whilst the second image is using quake's colormap shenanigans. You can see it especially in the wood texture, which darkens to a rich, almost purpley shade in the software version. The colours have a lot more life in them, because the colormap bojangles shades and highlights the textures in a way that changes the hue in subtle ways, and your usual Fitz-esque lighting doesn't.
#287 posted by ericw on 2015/02/09 00:20:37
Hmm, here is fitz085 vs winquake at 1024x768, gamma 1 on both, and gl_overbrights is turned on in fitz:
http://i.imgur.com/16ekm0r.png
http://i.imgur.com/FDd880C.png
The difference I'm looking at is the metal around the Q vs the A. In the winquake shot it's brighter around the A than the Q, in fitz they're about the same. I guess it's probably just an artifact of the lightmap * texture being snapped to a fixed set of values in WQ, but i was wondering if there was some gamma curve in the colormap table that WQ uses.
Software Lighting Appreciation
#288 posted by dwere on 2015/02/09 00:46:15
You should be thankful that the colormap in Quake is not nearly as crude and abysmal as the one in Doom.
#289 posted by mh on 2015/02/09 01:16:16
There's no special magic in the colormap.
It's just a 2D table which takes a palette index and a lighting intensity and returns another palette index as the lookup result.
Because Quake is an 8-bit renderer the returned palette index isn't a straightforward multiplication but instead a nearest colour match (I assume; I haven't done any deep analysis of this beyond a rough comparison with what the result would be if it had been a multiplication, and determined that they match well enough).
So sometimes what would be a brown, or a green, if it had been a multiplication comes out as a yellow or an orange instead and hence software Quake can seem to display a greater variety of colour; but you shouldn't fool yourself into thinking that it's anything other than a flawed approximation that looks good by accident rather than by design.
This same applies to mipmap level reduction. In GLQuake it's a straightforward average of 4 texels to produce the reduced texel, but that can give results that aren't in the Quake palette, and so it's not possible in software Quake. Again, I assume that ID did nothing more than nearest-colour-match this to the Quake palette, and again that means that you can get results that were never in the top-level image, which again can give the illusion of more detail, or more colours.
A GL-based engine should gamma-correct it's mipmap reduction, but most don't. At the most basic level this means square each texel, then do the average, then take the square root of the result. That can give a huge improvement in the look of GLQuake right off the bat and without anything fancy needed.
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