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quake.ie main news quake3 fps tweaks
 02/03/2028   quake3 fps tweaks1965 views | 3 replies 
Zero
Ronan Condon


Absolute Fucking Champion
clan : n8z

posts : 816
site administrator


some of you might have seen stony's article about quake3 fps tweaks, he lists a number of commands and what he would recommend. some of them are quite obvious, e.g. setting your lagometer to 0 obviously gains you a few fps but some of them are a bit obscure, the most significant one being s_mixahead 0.1 and s_mixprestep 0.08, which i tested on my own (piece of shit) work computer here and got a timedemo improvement of over 40fps. here they are anyway in cfg format, i recommend you try a few, if you are on a crappy pc like mine:



r_mode 3

r_colorbits 32

r_texturebits 32

r_ext_compressed_textures 0

r_texturemode gl_nearest

cg_noprojectiletrail 1

cg_showplayerlean 0

cg_lagometer 0

cg_drawfps 0

cg_scoreplums 0

m_filter 0

cg_notaunt 1

s_doppler 0

cl_packetdup 0

cg_smoothclients 0

cg_predictitems 0

s_mixahead 0.1

s_mixprestep 0.08

 
 

28/03/2002#1
nDPodgeen
dave lowry




posts : 131


how do i do a timedemo in q3 these days..
whats the default demo name..
 
 

28/03/2002#2
Illkillya
James Galvin


Entering a world of pain
clan : fish heads

posts : 892
site administrator
ive donated to quake.ie!


you have to extract four.dm_66 from the 1.30 pk3 file, and rename it to four.dm_67 then use that as your timedemo. There was no timedemo demo that came with 1.31 patch
 
 

28/03/2002#3
saik
mr.nobody




posts : 242


i would suggest gl_texturemode "gl_linear_mipmap_nearest" because it is faster than "gl_nearest" cos of mip mapping. r_colorbits, r_texturebits, and r_depthbits should all be at 16, it's 2ce as fast on some systems as 32 (if uglier). r_lodbias at 2 and r_subdivisions 80 cut the numbers of polygons on screen substatially, big fps to be had there too.
s_khz 11 and s_loadas8bit 1 cut down memory usage. that's all i can think of atm.
 
 
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