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Member 5 posts
Registered: Aug 2007
Hi,
I can't change the resolution in the menu, so I guess my resolution is my normal desktop resolution, I have a intel core mac mini with 1,66 ghz, i am not so sure if it is capable of running that qw fluently in this mode, I'd rather have 800x600, also something I remarked is, the game seems to be more fluent in high quality mode than in medium, in medium mode there is no use gfx processor? I have nQuake with the new textures and models, and just copied the mac version ezquake-gl to the folder.
After I set show_fps to 1 and resetting it to 0, the fps are still shown on the screen, how can I get rid of that?
I realised my ping goes 50 points up when I am in battle with many other players, so I guess the settings are to high for my system?
Member 129 posts
Registered: Mar 2007
I am unable to answer all your questions. But
"I realised my ping goes 50 points up when I am in battle with many other players, so I guess the settings are to high for my system?"
If your framerate isn't dropping and it's only your ping that is increasing, then you probably need to increase your 'rate' setting. I would suggest at least 10000. I usually set mine to 100000 and let the server throttle it downwards.
Member 705 posts
Registered: Feb 2006
try cfg_save cyronix after u did show_fps 0 and then load the cfg in startup or just overwrite the exsisting one with it. what ezquake version btw, 1.8.1 ?
Member 5 posts
Registered: Aug 2007
OK, yeah I now set my connection from the default setting 56 k to adsl, this was probably responsible for my ping going up.
I now realised with the fps not going away, that this has to do something with new hud and classical hud, there must be 2 different commands for show fps in these 2 huds, but I got it away using the menu.
But the fps drop from the textures is quite serious I see, around 100 fps.
can anyone tell me how to set another resolution in ezquake for mac? I watched in the config for xvid yvid, but they are not set ...
Also something I notice, the mac sometimes uses the harddrive, then the game freezes for an instant? Is this because my HD is quite full? But without these textures, my system does not freeze for an instant.
Member 202 posts
Registered: Dec 2006
I assume this is for the 1.8.1 build. the -width and -height commandline options still work, but you need to run ezquake from the terminal to do that. Hopefully someone can get all the nice new 1.8 features (such as resolution change via menu) working in the os x client.
Member 344 posts
Registered: Nov 2006
Yeah resolution is on my todo list. If i remember correctly it is not possible to set resolution with -width and -height. It uses some application preferences stored at some secret place (something like the windows registry). Previous versions of EZquake featured a dialog where this could be set. Unfortunately I was not yet able to provide this functionality with the new mac version. so until I or someone else (/me presses thumbs) fixes this you have to manually switch resolution the console way. Use vid_* commands for this. This probably wont get saved so you have to do this each time you start quake. EDIT: Concerning the lag and slowdowns. I think the mini models have rather weak onboard graphics. They use shared memory and all the textures must be loaded from normal ram (so they are not loaded to the graphics board directly). Those cards arent really meant to be good gaming machines so the high res textures may be to demanding for your system. If not all textures fit in the shared ram some of them have to be loaded from harddrive first.. that is even worse!
Member 5 posts
Registered: Aug 2007
Hmm, I read now, that the mac mini only has 64 MB Shared Memory, the graphiccard is only on the chipset, and the normal cpu calculates most graphics ... but the textures only make up 50 mb in the quake directory, shouldn't 64 MB be sufficient? Doesn't seem so ... then I stay with the old textureset, gameplay is everything :-)
Member 129 posts
Registered: Mar 2007
I'm no video card engineer but afaik that 64mb memory also has to hold what's on the screen and another copy of that memory for when the page is flipped. And I'll throw in a few other buffers there just for fun. Depending on what res you're running, that can add up to quite a bit of RAM, especially if it's in 32bpp.
eg. 1280x1024 x 32bpp = 1280x1024x4bytes = about 5meg.
Member 344 posts
Registered: Nov 2006
I also think that the textures have lie uncompressed in the memory. Cannot imagine a png texture is decompressed each time it is to be applied to a wall.. So a 200kb png probably takes up to 1mb in memory? Ask the main developers how they handle this ;-)
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