[quake3-bugzilla] [Bug 6006] OpenGL2: Gaining up to 100 fps or more by only renaming ioquake.x86.exe to quake3.exe

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Thu Aug 1 08:48:46 EDT 2013


https://bugzilla.icculus.org/show_bug.cgi?id=6006

--- Comment #2 from Kuehnhammer Tobias <kuehnhammertobias at gmx.at> ---
Created attachment 3373
  --> https://bugzilla.icculus.org/attachment.cgi?id=3373&action=edit
renamed exes comparison

I tested both renderers, the influence is higher on OpenGL2, thats why I called
it OpenGL2 bug.
I didn't talk about a comparision of opengl1 vs. opengl2.
Hmm, maybe my english is too bad, so I will attach a screenshot, have a look at
it!
At the screenshot I will show:

Top: ioquake3.x86.exe + cl_renderer opengl2
Middle: ioquake3.x86.exe, renamed exe to quake3.exe + cl_renderer opengl2
Bottom: ioquake3.x86.exe, renamed exe to quake3.exe + cl_renderer opengl2 +
r_forcesun 1

The picture at the bottom shows the only issue I can find when renaming the exe
(some textures are darker when r_forcesun or r_mapoverbrightbits is 0).

So it is not an opengl1 vs. opengl2 test. I tested ioquake3.x86.exe + opengl2
vs. renamed ioquake3.x86.exe + opengl2.

Zack Middleton already told me that this is a driver hack, though I was under
the assumption that a new renderer doesn't depend on these hacks/bugs from ATI
or/and Nvidia anymore.
Therefore I was under the assumption that ioquake can't fix opengl1 renderer
but has the possibility to do this in opengl2 renderer :(
Maybe this is the thing I understand wrong. Though, it still seems weird to me
that all the same OpenGL optimizations/shortcuts are relevant in such a modern
renderer.
Sorry, I am no rendering expert...

Thanks for your reply,

Tobias Kuehnhammer

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