I've got Quake 3 running on on my 450MHz Blue/White PowerMac with a Radeon 9200 in it. It's barely playable at default settings. glxgears only gives about 1300 FPS. I don't know what the bottleneck is.<br><br>I've got a DEC Alpha box I'm working on now. If I can get DRI working on it, I'll report back on that too.<br>
<br>I think implementing native-vm-or-whatever for these different platforms would go a long way in optimizing performance.<br><br>Matt<br><br><div class="gmail_quote">On Wed, Apr 9, 2008 at 8:28 PM, <<a href="mailto:monk@rq3.com">monk@rq3.com</a>> wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">This is mostly directed to those who have access to these platforms or<br>
know them well enough in relation to ioq3. I'm guessing...<br>
<br>
tjw and Mattias Nissler = LinuxPPC<br>
Vincent = Solaris SPARC<br>
Patrick Baggett and "Mare" = SGI MIPS<br>
<br>
You guys have probably seen some of the recent discussion about improving<br>
ioq3 in terms of graphics and other features. What are your thoughts?<br>
I'm assuming those listed platforms aren't going to have performance<br>
issues with things like UTF support and skeletal model support. But maybe<br>
some issues with, say, the semi-recent framebuffer work that added bloom<br>
effects?<br>
<br>
How much does ioq3/q3 chug along currently, 10 fps, 60 fps? Can your<br>
hardware handle stuff that will make the game look more pretty, or are you<br>
about your limit for pushing pixels?<br>
<br>
If the ioq3 devs decide to eventually set a cutoff for features as a<br>
legacy release, it'll probably be you blokes who can tell everyone what's<br>
practical to include as features and what won't work at all.<br>
<br>
Monk.<br>
<br>
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<br>
</blockquote></div><br>