![]() ![]() There's no more detail at that point than there is 3 inches to the left, but it makes a difference none the less. This was specifically by the tomb, arounf the back, there's a point where the framerate will dip, at least on my system. I found that at some point i would go as low as 40fps, in a single point, but take one step to the left or right and/or look to the side, the framrate would jump to the 60-80fps. Why such a big hit going to Trilinear on my card? On DarkSyd's GF2MX he only takes a 3 FPS hit by going to Trilinear. I loaded up the single player game and tried it with bilinear filtering on and my indoor frame rates are now between 80-90 and I tried the forest and my frame rate went from mid to high twenties to low forties. Turning on dynamic lights made little difference, only three FPS. I didn't think it would make that much of a difference, I thought maybe about a 5-10% hit at the max, but it turns out its much higher. Under the game options I had the following settings:Wallmark=normalEjectBrass=MedDynLights=NoLowQualSky=NoVSync=OffCorona=NormalParticle=YesHighQuality soundAnyways, here are my results:2945 / 107 secs / 27.5 FPS with Trilinear2945 / 69.3 secs / 42.5 FPS with Bilinear_I was quite surprise the hit I was taking by using trilinear filtering. ![]() The settings I used were 1024x768x32 with the texture and geometric detail set to max. I ran the RTCW bench demo on my Windows XP/1.2 T-Bird/GF DDR system and here are the results. Much better.I don't think I forgot anything there.let the dick swinging and chest beating begin! This is what I came up with:1024x768x32bit color light mapgeometric detail hightexture detail hightexture quality 32texture filter trilinearcompressed textures yes25.9 FPSPentium 3 616, 256mb, 32mbAsus 7100 GF2MX, 27.10 Dets under WinXP.The 'texture detail high' is what really chokes my tting it to 'normal' nets me 41.2 FPS. All sound and game options were left set to default. It looks as though I'm CPU limted as I get pretty much the same scores at 1024x768 as I do at 800圆00. Fire up rtcw in multiplayer mode with ' set sv_cheats 1' in the command line ie:"C Program Files\Return to Castle Wolfenstein\WolfMP.exe" set sv_cheats 1Once into the game, go to the console ( ~ ), and type 'timedemo 1' and then 'demo checkpoint'.I ran it a few times to find out what options really made my card choke, and which did not. You can grab it here: 3D Center - RtCW Checkpoint demoUnzip the file into your /rtcw/main/demos directory (you'll likely have to make the demos dir). Alot of times (but not all of course), you can get an idea of the quailty of an upcoming game by the quality of a developers/publishers/ previous efforts.Īnd, BTW, I have never seen a console version of an ID software game without some sort of slowdown.I finally found a recorded demo that seems to work OK with the retail version of RtCW. RTCW, was going for 60fps (ateast it looked that way to me) and Doom 3 is going for 30 fps. Of course, there are differences between the games. I personally would have like it to have been a little to alot more consistent/faster in many parts of the game. Now, I'm sure alot of people will say its a different dev, different engine and different game, and of course they would be right.īut somewhere along the line, be it at ID, MS or wherever, the testers, the quality assurance dept or whatever said ok, RTCW is ready to ship, the framerate is good enough. Alot of people will probably disagree with this, but if you want a good idea of how Doom 3 will run, take a look at single player Return to Castle Wolfenstein. The Xbox version of Doom 3 has me worried the most. Of course, others will always see it differently KoTOR=chugapalozza, but the game play is such that the framerate doesnt (for the most part) become a gameplay issue. Take Halo for instance, Halo has few chugs and dips here and there, but it runs great for the overwhelming majority of the game. Bad framerates are unacceptable.Well, let me rephrase that. ![]()
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