[quake3] How far can SGI MIPS, Sun SPARC, and LinuxPPC go?
Zachary Slater
zakk at timedoctor.org
Thu Apr 10 08:12:48 EDT 2008
Patrick Baggett wrote:
> First, a little sheepish about the being considering the "SGI MIPS"
> interest for IOQuake3...
You get a gold star.
>
> I personally think IOQuake3 shouldn't drop/compromise support for older
> platforms in favor of new graphics candy. I figured IOQuake3 was focused
> on being a stable, mature, and bug fixed version of retail Quake3. It
> certainly does so in the backward compatibility. I just don't care for
> new graphics. Trying to retrofit new graphics onto what was designed as
> a fairly fixed function (at the core) graphics engine kind of seems a
> step in the wrong direction. Some people may enjoy seeing stuff like
> that done, but I'm just trying to have something to play with. Quake 3
> everywhere, basically. SGI's graphics cards weren't really designed for
> heavy texturing, so these games are usually fill-limited -- they're
> optimized for things such as line drawing, NURBS eval (max evaluators is
> 36, compared to GL's 8), and display lists (actually compiles some
> display lists into GPU microcode.) Quake3 is pretty taxing on them as is.
Completely agree though I still want a pluggable renderer. Older
hardware/geriatrics like me can stick to the base graphics. Then when I
want to play Monk's new all-singing-all-dancing topless version of rq3,
I don't mind seeing some new graphics. Though I kinda already miss the
blockyness of quake2's software renderer + aq2...
Definitely not the jigglyness in the gl renderer though. That was terrible.
> As far as extending IOQuake3 to use things such as IPv6, SMP, I think
> that is a great idea. IRIX supports IPv6, and I've got a number of
> dual-processor machines that I wouldn't mind testing with. I've been
> working to optimize and trim Quake specifically for IRIX actually
> (dubbed unsurpisingly, irixquake), and some of the things I've been
> researching include running sound/sound mixing code on its own thread.
> It isn't fully complete right now (bit hacked, actually), but for
> software quake, the benefits are decent enough. This isn't really an
> issue for devices that do hardware/kernel mixing, or under Win32 where
> DirectSound automagically creates a thread for you, but when you're
> running on a dual processor 250MHz machine, it helps to use every ounce
> of CPU you have available. Also, the standard sound card in most of the
> SGI machines does no mixing/spatialization in hardware. It's just a DMA
> device, really.
I wish I still had those indies I used to have :(
Better SMP will be coming with SDL 1.3 (Ryan Gorrodododon I'm looking at
you!)
> Patrick Baggett
>
--
- Zachary J. Slater
zakk at timedoctor.org
zacharyslater at gmail.com
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