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14:15 April 10, 2009
| Tr3B
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| posts 132 |
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Now I want to show you the need of Vertex Buffer Object based rendering. Usually most open source quake based game engines have a similar renderer design to id Tech 3 nowadays. They usually use vertex arrays (VA) or compiled vertex arrays (CVA) that they create every frame by processing the entire scene geometry. You usally find this practice in IOQuake3 (of course), all IOQuake3 based games like Urban Terror or Tremulous, Q2E, QFusion, Overdose (at least an old version) and Alien Arena. This is a design that worked well in 1999 but is not appropiate in 2009.
XreaL follows the advices of GDC papers and uses VBO based rendering for almost everything to avoid this horrible CPU bottleneck. The model geometry is uploaded like textures and don’t have to move over the PCIe bridge every frame.
There is a nice heavy benchmark map called tvy-bench.pk3 for Quake3 by hipshot that could be found at http://www.zfight.com. It is really nice and contains a test scene with really many polygons.
To make it short. Traditional renderers don’t give you more than 30 fps no matter what high-end GFX card you have. The XreaL renderer gives you more than stable 125 fps.
IOQuake3 with 22 fps in 1280×768:
XreaL renders it with 148 fps:
Read original blog post
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14:51 April 10, 2009
| Linux_Rocks
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Just found that arch looks more rounded in X.
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15:04 April 10, 2009
| ugluck
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great framerate!!!!!
I am very impressed with the difference (for example) nexuiz
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19:04 April 10, 2009
| sxy
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| posts 51 |
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00:06 April 11, 2009
| Forsaken
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| posts 87 |
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It is very impressive, I get a very high framerate compared to other Q2 or Q3 based games with all the eye candy on.
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01:19 April 15, 2009
| kit89
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Anyone else notice that the texture look crisper in Xreal?
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03:48 April 15, 2009
| Setlec
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what do you mean by “crisper”?
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10:57 April 15, 2009
| sxy
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| posts 51 |
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10:06 August 14, 2009
| Lykos
New Member
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Hi I thought that Games/Mods for Q3 wont run on X so how did you do it?
PS: The X frame looks somehow nicer, I can't explain why.
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10:27 August 14, 2009
| Tr3B
Admin
| | Germany | |
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| posts 132 |
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It is still possible to load old Q3A maps if you compile the engine with #define COMPAT_Q3A 1 in q_shared.h.
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