08 August 2007, 14:58 | #21 |
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when Q came out, I was playing it on a 486DX/100 with 16MB ram. it had ~30-35fps and it was excellent.
a p166 should have played it at a constant 60fps, maybe your vga was not good. |
08 August 2007, 16:47 | #22 |
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i had crapy tridant 2mb to begin with, but later a matrox mystique. cant remember if it helped quake or not as i dont think quake supported its hardware acceleration. All changed once the voodoo card came about though although i dont think it was quite 60fps
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08 August 2007, 17:11 | #23 | |
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I like the way Genetic Species creates its 3D illusions. (Nice effects and great textures) |
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08 August 2007, 17:19 | #24 |
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08 August 2007, 17:54 | #25 | |
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Quote:
http://aminet.net/package/game/shoot/awinquake http://devnull.owl.de/~frank/Quake.readme http://aminet.net/package/game/shoot/Quake68k (same as quoted url) http://aminet.net/package/game/shoot/BlitzQuake_68k If you feel compelled to be a masochist and play Quake on 68K Amiga, then you might find the Sushi patches helpful in squeezing out some extra speed (clickBOOM conversion only IIRC): http://surgeon.users2.50megs.com/quake/index.htm Last edited by DrBong; 08 August 2007 at 19:53. |
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25 December 2011, 21:58 | #26 |
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Resurrected this just to say thanks for correcting HOL, didn't do that before. It was indeed a nice joke.
Shouldn't be an impossibility on A500/040 or A500/060 when A520 comes, but today the ports require minimum AGA/6MB. Still a bit choppy on my 060 (in signature) even when I shrink the screen size a little, so it will likely be a 1 FPS possibility if it's ever compiled for OCS. Since my original post, I've learned enough to appreciate the power of 060 as the only CPU that has enough power to overcome the drawbacks of the chipset graphics modes. I wrote some humble statements possibly allowing the possibility that Quake would run decently on anything but a few hundred ultimate Amigas. I hereby withdraw them. |
25 December 2011, 22:14 | #27 |
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Why even bother with Quake on the Amiga anyway, when a sub gigahertz Pentium 3 can do it using OpenGL in native wide screen resolutions at good frame rates?
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25 December 2011, 22:26 | #28 |
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quake on mine does 25 fps,in aga only it does 14 fps,doom does 35+fps.
quake on a a3000t on picasso4 =12fps but then agian it wasent exactly taking advantage of an 040 or 060 anyway (from an fpu point of view)it was a bad port to start with(clickboom) Last edited by roy bates; 25 December 2011 at 22:41. |
26 December 2011, 02:16 | #29 |
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Quake 3, Sandy bridge 4.0 ~980fps. Engine apparently is capped at 1000fps
Still, Quake on ECS is a bit fun... |
26 December 2011, 13:02 | #30 | |
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the question is,can you play it at 980fps,a bit pointless really dont you think. i mean video plays back at 24fps and most peaple are happy with 50fps. from a visual point of view. another question is...................can it blend? |
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26 December 2011, 17:49 | #31 |
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26 December 2011, 23:10 | #32 | |
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from what i can see it wasent optimised at all,infact if you change the render settings in game it does absolutley nothing.(its terrible) but with that said, the 25fps is on a voodoo running through warp3d with a 060 at 100mhz at 640 by 480 in 16bit with ahi(blitzquake not clickbooms front end),to be honest i prefer dungeon master for playability(mainly because there is no puzzle eliment in quake) the aga testrun was on a 1200 with 060 at 100mhz in 320 by 200 in 8 bit lol,not exactly uber fast but still playable.(mine wasent optimisd with any c2p routines at the time,just brute force)clickbooms version. amiga users have no choice really when it comes to quake the minimum for me is an 040 at 40mhz with rtg to even think about it(it will run on a 030 with 68882 at 50mhz,but not recommended unless you like torture) the top end is a 060 at 50mhz or above with ahi sound card and rtg,over ten years ago i played it to completion on a 1260 tower at 72mhz with cv643d and ahi sound.and i still enjoyed playing it.although i did enjoy alien breed 3d 2 more,even if it was even worse for optimisations to be fair baer in mind that the clickboom conversion wasent port of the pc version(more a front end) so i wasent expecting massive amounts of speed anyway,i think it was more a proof of concept,even if it was a commercial release. what made it worse for me was that it was a front end for the pc version with no optimisations at all.still you can have the addon packs and third party addons running to get extra playability from it though.which was a bonus. |
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30 December 2011, 03:46 | #33 |
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