Quake 3 BSP slow fps

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Lambda
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Quake 3 BSP slow fps

Post by Lambda »

Well, since i am using irrlicht to make my game and since GTKRadiant and q3map2 has been GPL'ed im are using the quake 3 bsp format for my game levels.

i have been doing some test with the quake 3 shader example in the SDK, i have added the pak0.pk3 file of my quake3 installation to irrlicht (device->getFileSystem()->addZipFileArchive( "C:\\QuakeIIIArena\\baseq3\\pak0.pk3" );) and i have loaded a random mesh from quake3.

The problem is that i am getting 40 fps with the mesh loaded and rendered :shock: since in quake3 i get 100-300fps.

My PC.

AMD Athlon 64 X2 4200+
1,5GB of RAM
ATI Radeon 2900GT

What is the problem? why i am getting this low fps? :(

BTW, sorry for my english XD

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Macrixen
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Post by Macrixen »

I may be wrong but the added memmory usage of your c++ editor may be slowing it down also the fact you may be using the debug files. Again this is just my opinion.
Lambda
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Location: Spain, Huelva
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Post by Lambda »

Macrixen wrote:I may be wrong but the added memmory usage of your c++ editor may be slowing it down also the fact you may be using the debug files. Again this is just my opinion.
Is compiled in release mode and if i dont attach the debugger i get the same fps :roll:
hybrid
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Post by hybrid »

You should increase the number of polys per octree node (one of the parameters in the octree generation). Moreover, some levels have really huge meshbuffers and lots of textures, which can decrease the framerate. Also, Irrlicht currently makes no use of the VBOs, and even Irrlicht 1.5 won't support VBOs for Octrees. This would also give a considerable performance boost.
Frank Dodd
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Joined: Sun Apr 02, 2006 9:20 pm

Post by Frank Dodd »

Compile with fast math too?
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