#195 posted by
oglerau on 2022/01/19 16:55:54
FTE is, for sure, the most advanced engine out there. There are so many toggles, so many options and configurations... quite overwhelming. Thank you for the hard work and effort, spike!
I've been looking for an engine that adds networking features to Quake, things like input prediction, lag compensation, entity interpolation.
https://developer.valvesoftware.com/wiki/Lag_compensation
https://developer.valvesoftware.com/wiki/Interpolation
Are there any hidden toggles on FTE that would enable those? Even if in beta?
#196 posted by
oglerau on 2022/02/16 22:46:00
Arm64 Build?
#197 posted by
J0B00 on 2022/02/17 20:45:41
I stumbled on to the armhf binaries for FTE in moodles and got them running on a Raspberry Pi 4B in 32bit Rasbian Buster. At 1920x1080 with mild overclocking, I get about 30fps. It’s very playable at 720p.
Given that PiOS 64bit is out, would it be possible to get a set of arm/aarch64 binaries similar to what is already posted? I tried compiling myself but it errors out. I don’t know much about coding. Any help?
#198 posted by
oglerau on 2022/02/21 20:17:43
OK, so after a lot of testing and playing with friends from Europe and South America, tweaking the CVARS of both FTE and Darkplaces... DP wins, with the defaults from Nexuiz Classic.
I think this is maybe due to the earned experience from the Nexuiz team with a lot of players and constant feedback. It's not that FTE is bad at all, it's just not battle tested.
#199 posted by
8657 on 2022/02/24 08:14:41
FTE is best for specific projects that required scripting. As an engine itself, it's actually not that strong. But anyone who wants to weave a story through cutscenes would see use out of this.
#200 posted by
oglerau on 2022/05/12 14:57:25
is there any trick for higher-resolution lightmaps in FTE? 4096x4096 maybe?