Bernier: Why do fast Macs (B&W G3), even though they often beat Pentium machines in Photoshop head-to-head, trail behind PC machines in 3D games?
Carmack: Photoshop filters are excellent optimization testbeds, but they are rarely apples to apples comparisons because of their hand tuned nature. I'm pretty sure that if Intel put some of their top guys on the task, they could be competitive with PPC on most Photoshop filters. There are certain tasks that AltiVec can be much better at, but in general, the raw computational rates are pretty close.
I implemented the loading and rendering support this weekend and tested it with a couple hand-inserted bones, so now we just need to write the glue between character studio and the new .md4 format. The new format is bone based, but it is NOT hierarchial. Each vertex just has an arbitrary weighted list of the bones that influence it. Bones are just 4x3 matricies of floats.
Nvidia's new geometry accelerated card with the funny name.
It is fast. Very, very fast. It has the highest fill rate of any card we have ever tested, has improved image quality over TNT2, and it gives timedemo scores 40% faster than the next closest score with extremely raw beta drivers. The throughput will definately improve even more as their drivers mature.For max framerates in OpenGL games, this card is going to be very hard to beat. Q3's target of about 10,000 triangles a frame doesn't stress this card at all. If you want more polygons out of Q3, you can do:
r_lodBias -2 // don't use lower detail models
r_subdivisions 1 // lots more triangles in curves
r_lodCurveError 10000 // don't drop curve rows for a long time
I see a lot of people are playing with nude reptiles!
We are not doing a Matrix game. When we finish Q3A we'll start on the next project. We will try and fit the words "welcome to my underground lair" into the next game, mostly because we think Steed would be good at making fembots.
Okay, that's more of a suggestion than a truth. We'll probably do something completely different based on stories of the Quake 3 Bus and the Nevada desert.
Accordingly I doubt it's implementation will be much more than that of Half Life's skeletal animation system and net us some memory 'belt-loosening' as opposed to a revolutionary way for me to breath more life into the characters. BUT, you never know. I have this bad habit of taking the technological limitations imposed by the exceedingly superior coding of Mr. Carmack and making something cool out of it.
Some of you have commented on the master server being a bit odd right now. It's actually running just fine, it's just responding to queries for protocol 41, which is not entirely compatible with protocol 40. Only servers with people on there will actually show up. You can force showing the empty servers with the keyword "empty", but this isn't so useful since in 1.08 you can't combine that with game types (e.g. you can't say "empty tourney"). For completeness's sake, you can also say "full". But heck, if you type in "nude reptiles", you can scan that too and get exactly zip.
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Loading a large map with full resolution, 32 bit textures and mipmaps consumes almost 40 megs of texture space. The default of picmip 1 and 16 bit textures reduces that to six or seven (not all images observe picmip) in theory, but some OpenGL implementations keep a 32 bit version of the texture around even if the card only uses 16 bit (I consider this inapropriate), so it may still be twelve or more megs just for the images.
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* reduced lightning damage by 10%
* reduced starting machinegun ammo in teamplay to 50 from 100
* spinning machinegun barrel
* changed q3data -origin option to -offset, defaulted to
0 0 24 for all player grabs
* removed second parm from -lod in q3data
* fixed 0 ping on last player killed before fraglimit
* better ping calculation right after transitions
* add time back to scoreboard
* sv_maxRate option to force all clients to play with a max rate. This can be used to limit the advantage of LPB, or to cap bandwidth utilization for a server. Note that rate is ignored for clients that are on the same LAN.
* reduced client to server bandwidth by 35%
Quake III: Arena looks like a deathmatch, even when youre up against the bots. Compared to Half-Life, its very old school. But since id first broke the news in August that QIII will be deathmatch only, the world has come around to the idea that the AIs could present enough of a challenge to make the singleplayer game interesting for the modem-less. Devine is more strident. This is a classic singleplayer game, he says, pointing out the inadequacies of conventional firstperson shooters. Games like Unreal, Quake or Half-Life are seen as better because youre constantly exploring new areas. But such games not only sacrifice speed for graphic density, but also the finer points of fighting.
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