[quake3-bugzilla] [Bug 4358] Vertex Buffer Object (VBO) code available

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Fri May 13 22:17:49 EDT 2011


https://bugzilla.icculus.org/show_bug.cgi?id=4358

--- Comment #34 from Matt Turner <mattst88 at gmail.com> 2011-05-13 22:17:46 EDT ---
(In reply to comment #33)
> With v16, quake3 seems to mess up the resolution upon exit, changing it to
> something very low. I use r_mode -1, and custom resolution in Quake3 of
> 1920x1200. I didn't have this problem with v15 I don't believe.

Ignore this part. Seems to have been a problem caused by a GPU hang and reinit.
Restarting the computer fully made this go away.

I tested the patch on Alpha, and expected it to make a sizable performance
improvement, since the amount of bus traffic per frame should be reduced
greatly.

As it turns out, with my 800MHz Alpha and a Radeon 9800 Pro using r300g,
performance in `demo four` drops from 30.4 FPS to 21.7 FPS. Any ideas what's
going on here? Is the GLSL not optimized or perhaps uses lots of loops and
things that older cards like the 9800 aren't totally capable of?

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