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Quake 4 performance..this game needs a PATCH

t3mp

Limp Gawd
Joined
Feb 18, 2005
Messages
254
What's wrong with the following pictures:

16x12 HQ
931612.jpg


12x10 HQ
921210.jpg


and....640x480, LQ, no shadows, no bump, no spec
91640480.jpg


WTH?!?! Er...never seen anything like this.

Now, for the most part the game runs great. There are just some maps in SP and in MP that are very unoptimized. :mad:
 
Looks like your cpu limited to me, what setup you running?

btw id turn some AA on instead of going all out res wise =)

Multiplayer level design for quake4 was designed to be quick, so that the hardware hit would be much less than single player, after you beat single player turn AA and AF up with all the eye candy you can afford.
 
A64 at 2.5
2 gigs of PC3200
6800GT @ 430/1180

Driver version is 81.85, but the 78s give the same FPS in that area.

No vsync, 85hz refresh rate.

I only get a dip from 63 fps in that ONE spot in the map. Solid performance throughout the rest of the map.

Really, if you have the game, fire up a LAN game and go stand in that spot. CTF map named "Relativity", exit your base on the upper half, left side.
 
I agree. Some of the maps are very unoptimized, the game feels like it is running at 25fps yet I never see dips below 35.. Very strange.
 
Example in SP, this is right after you get on the dropship after your first mission

95shot00011.jpg


94shot00008.jpg
 
Quake 4 is capped at 60 fps. For some reason, doesn't want to run higher than 50 fps in your case.
 
I thought they capped it the same reason mods like osp for quake 3 are capped because the higher FPS people had a clear advantage because they could move/jump faster...?
 
16x12 on a 6800gt seems pretty good to me.

I have to play some MP, I like the looks of that map.
 
It seems like your processor may be a bottleneck. I mean, isn't that a tell-tale sign of as bottleneck? :confused:
 
facerip said:
I get 63 FPS like 98% of the time i play. my autoexec is made for performance though, not anywhere close to looking nice.

http://www.churchofrofl.com/facerip/quake4/autoexec.cfg

preview:
http://www.churchofrofl.com/facerip/quake4/screenshots/stats-Oct-23.jpg

edit: i have a 6600gt
Wow, that looks worse than quake3 lol. Personally I would rather have the fps dip at times than have the game look like that. But to each his own I guess, if you play competitively or something I guess I could see that being useful.
 
v1p3r-386- said:
Wow, that looks worse than quake3 lol. Personally I would rather have the fps dip at times than have the game look like that. But to each his own I guess, if you play competitively or something I guess I could see that being useful.

It looks worse than quake2 lol :D :D
 
glquake.jpg


As for the speed issue, texture detail wont slow down your card any, so leave trillinear filtering and texture detail up.

If you want to make it look even worse do "image_filter gl_nearest" - who needs mipmapping and texture lookup blending anyhow.
 
The game is not capped at 50fps on my system....

I just set my CPU multi at 5x then went to the same spot in my first post. Guess what? 48fps That throws CPU limited out the door.
 
Doom3 has a cvar called "benchmark" I dont have quake4 so I dont know, but im sure it does to. All benchmark does is render the existing scene at smaller and smaller resolutions. I would like to see the numbers as they should be more representative than trying to find that one spot everytime.

Another thing you might try doing is turning on showtris or locking the pvs and walking/looking around to see how well the vis portals are in that area. I know in roe they did a piss poor job in the sewer area, not quite sure how well raven did quake4. My only other guesses right now are some random driver related stuff happening in certain circumstances or the pvs being way too large causing an increased light count that is hitting performance hard.

(uh, vis portals help decide which sections of the map need to be drawn based on where the player is standing / looking. Showtris will show the triangles outline of the geometry being drawn (wireframe looking) and locking the pvs will prevent the game from updating what needs to be drawn so you can walk around and see how far things are being done.)
 
Done from that same spot and doing my to be looking at the same place (imageshack isn't working right now)

kpix: 771 msec: 36.1 fps: 27.7
kpix: 624 msec: 35.3 fps: 28.3 benefit: 0.7
kpix: 493 msec: 35.3 fps: 28.3 benefit: 0.7
kpix: 377 msec: 35.3 fps: 28.3 benefit: 0.6
kpix: 277 msec: 35.3 fps: 28.3 benefit: 0.7
kpix: 192 msec: 35.3 fps: 28.3 benefit: 0.7
kpix: 123 msec: 35.3 fps: 28.3 benefit: 0.7
kpix: 69 msec: 35.3 fps: 28.3 benefit: 0.7
kpix: 30 msec: 35.3 fps: 28.3 benefit: 0.7
kpix: 7 msec: 35.3 fps: 28.3 benefit: 0.7
single tri msec: 35.3 fps: 28.3 benefit: 0.7
no context msec: 23.5 fps: 42.5 benefit: 14.8
no Diffuse msec: 35.3 fps: 28.3 benefit: 0.7
no Bump msec: 35.3 fps: 28.3 benefit: 0.7
no Specular msec: 35.7 fps: 28.0 benefit: 0.4
no Textures msec: 23.5 fps: 42.5 benefit: 14.8
no GUIShaders msec: 35.7 fps: 28.0 benefit: 0.3
no Updates msec: 35.3 fps: 28.3 benefit: 0.7

--- Analysis ---
Overdraw: 1.0
Texture overhead: 1.5
Triangle Driver overhead: 1.0
Driver overhead: 1.5
Visible Entities: 75
Shadow Entities: 197
Light Entities: 78

It is also a bad area for vis, (screenshots of tris 2-3 flash the rest of the maps geometry while taking a screenshot). There are 3 levels of height representing 2 distict areas for fighting (it's a CTF map)
 
My best guess without owning the game is that you've found an area where the existing vis portals are doing a poor job of blocking off other areas of the map. You may want to give the console a good look through to see if you can find some light culling cvar, which should hopefully help quite a bit.
 
Thanks for the replies Lord and French. The only command I can think of that would help is "cm_backfacecull", which is cheat protected in MP.

I think my biggest beef with Q4, aside from the shoddy map coding, is how the game behaves under 60fps. Most games will remain smooth and responsive down to 40fpsish...Q4 feels like a slide show -sluggish really- under 55 fps.


Off topic:In Q4s current state it's...disapointing. I think the community took for granted that all of the advancements that OSP brought would be integrated into Q4 from the start. Right now the game feels like a big step back...all the way back to 1999. :mad:
 
isnt the doom3 engine capped at 60? I remember everyone being so angry at that cap... guess quake 4 has the same problem..
 
LordVampyre said:
isnt the doom3 engine capped at 60? I remember everyone being so angry at that cap... guess quake 4 has the same problem..

You are correct sir. They cap the frames at 60fps, so no one can attempt fps hacks.
 
unlike Quake 3, they don't want people to be able to gain an unfair advantage by setting the cap higher, IIRC in Quake 3 you could pull off certian tricks with a max of 125 you couldn't do other wise.
 
Rich Tate said:
You are correct sir. They cap the frames at 60fps, so no one can attempt fps hacks.

You can remove the fps cap with com_fixedTic -1, "fps hacks" were a problem with the animation being updated every frame, now animation is updated on its own 60hz timer completely seperate from drawing code.
 
yeah it was kinda wierd, i started the game in 1024x768 and ran ok, so later in the game, about halfway through, i figured what the hey i mind as well try out 1280x1024, and it ran just fine like before. wierd right, so i figured ill add 4xAA and 8xAF...and same thing again ran just fine.
 
Lord of Shadows said:
You can remove the fps cap with com_fixedTic -1, "fps hacks" were a problem with the animation being updated every frame, now animation is updated on its own 60hz timer completely seperate from drawing code.


That is only for single player. most servers wont have cheats enabled to be able to do this though ;(
 
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