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Thread: Quake for PSP V2

                  
   
  1. #91
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    @peterM: did u run any benchmarks on your port? I put demo1, demo2 and demo3 through timedemo and got and average output of 20 fps. A recorded match of John Romero playing against someone averaged 23,2 fps. Great results so far!

  2. #92
    PSP Coder PeterM's Avatar
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    Chris and I have both done some good work on improving the speed, while hopefully not reducing the quality too much. We're pretty sure that the PSP's GE (graphics engine) is running as parallel as possible to the CPU, and the CPU never has to wait for it.

    Obviously with software rendering, the CPU is the big bottleneck. We found when playing with the PSP's clock speeds that RAM clock speed also has a huge impact on performance.

    Hopefully we can get hardware rendering working some time in the future.
    My development blog:
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    If you enjoy my homebrew work, please consider donating a few bucks.

  3. #93
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    what's the problem right now? quake texture resolutions not power of 2? And which 3d api are you using? opengl or pspgu?

  4. #94
    PSP Coder PeterM's Avatar
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    Quote Originally Posted by daibo
    what's the problem right now? quake texture resolutions not power of 2? And which 3d api are you using? opengl or pspgu?
    I think the main problem is actually the spare time to write the code!

    There are implementation issues (you're right that Quake's textures are not powers of 2, nor are they aligned properly for the GE), but it's really that the Quake renderer is a large system that takes time to port to a new API.

    While I would love to just take the GLQuake renderer, link with PSPGL and put my feet up, it's not that simple. GLQuake was written for PCs with lots of memory (both system RAM and video RAM) and the PSP is very short of both. It also submits vertices one by one, which will pretty much guarantee crappy performance on a PSP.

    I've also not seen any demonstrations of PSPGL being able to handle to the amount of data (textures and geometry) that Quake renders. That's not to say it can't, and I'm probably going to try it, but I expect to run out of RAM, VRAM, and/or to experience hideous performance...

    Given the PSP's limited resources, I believe that the best approach is to write a new renderer using the GU library. But since Quake is complicated, it's not a small task. We'll get there, but please don't expect it soon.

    Pete
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  5. #95
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    thanks for your answer. BTW did you already tried gpeters server? I've just been on it and never seen as many players to play against as now. Give it a try! Looking forward to fragging you!

  6. #96
    PSP Coder PeterM's Avatar
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    Luckily for me (I'm rubbish at Quake...) I don't have WiFi access!
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  7. #97

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    should it go in the game file? how do i upgrade to the newest version?

  8. #98

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    hey i loaded it onto my psp but it said that it was corrupt... the version is 2.6... help plz

  9. #99

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    Quote Originally Posted by ireakhavok
    hey i loaded it onto my psp but it said that it was corrupt... the version is 2.6... help plz
    Are you using the latest eLoader and GTA to play? If not you need to.


    Chris

  10. #100
    DCEmu Rookie Be3f's Avatar
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    @PeterM
    Thanks, again for the great work!
    But I have a few problems with V2:
    -Resolution - It's 320x240 (or smth-like-this), but previous build ran in 480x272! Yes, It's ~1.5 Faster (Quake ran 13 FPS in 480x272, but now - 21FPS in timedemo1), but I prefer visual quality, than perfomance! How can I change Rez? Maybe there is a way to tipe "heigh" and ''width" in autoexec.cfg (whitch we used for original GLQuake in command line many years ago... )? Or you may build 480x272 version, if it's possible?
    -Nickname - when I used my full nick - ~>BEEF>}3@T3R]~ to play in Ad-hock Net with friends, Quake started to crash while loading singleplayer savegame, with an Error: cloasing brace in the wrong place. Ok, killed "]" & "}"
    in name and solved problem. But I still want to use my full nick to play with friends. The other way is to use separate singleplayer and multiplayer cfg, but I need to use console to exec them ingame! How to get onscreen keyboard?
    -Titlepic IMHO previous pic (with Ogre on Necropolis) was better than this screen (when you are lying on a floor, killed by Shambler!
    __________________________________________________ _

    Other thing, a bit offtop - Quake 2 port. McZonc's hides his mail and doesn't reply on the topics on his Great progect. There were no news on Quake 2 since 01 February, but Team Emergency Exit has realised few betas of their other projects since then! Does anyone know, is the Q2 port still being developed? Can anyone discribe how to run singleplayer levels on current beta, as it was done here?:
    http://www.teamemergencyexit.com/200...le-player.html

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