Quake Live Beta Signups Open
Quake Live will be a free multiplayer FPS accessed through a single web portal--quakelive.com--which will also offer free friends lists, sponsored events, tournaments, and matchmaking services.
Quake Live will be a free multiplayer FPS accessed through a single web portal--quakelive.com--which will also offer free friends lists, sponsored events, tournaments, and matchmaking services.
Thursday, January 27th, 2000 - Webmasters arereporting Soldier of Fortune download traffic as comparable to Kingpin and thefirst Q3:A test... Not a bad showing if I do say so myself! I'm continuing tolead the tech support charge on our message boards and we seem to have mostproblems nailed down. The biggest one that I'm aware of is the fact that thedemo hangs on a blue/gray screen for users who havea YAMAHA DX-SG sound card orsimilar YAMAHA model.
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OK, now let's talk about that weapon with the particle trail that the 'xian' model is shooting. I'm pretty certain that was an early version of the plasma gun. It looks cool and I like the particles. We could have done some awesome things with them as the shader functions matured, but as a game feature in Q3A, they were problematic, at best. Everyone talks about how cool the rail trail was in early shots of Quake 3 Arena (pretty much just like the Q2 rail). However, while testing Q3Test2 (now Q3dm17), we learned that a single rail shot added an instant hit of 3000+ polygons to the map. In bigger space maps, it would have been worse. Ouch. So the art changed. We had similar problems with other functions using particles. And so, particles left the game.
He said, "Most of the criticisms are to do with either gun or weapon balance but we havenÂt really made too many changes because the maps we have out there aren't really a good indication of the full retail product. One is very open and spacey and meant to just test modem play. The other shifts lots of polygons."
He added, "We have listened to their concerns on network play, for example. We've addressed their issues and we're trying to balance a hell of a lot more; trying to give players the gameplay that they want. We try and listen to the new consumers and the old faithful consumers as well."
| Compared By Resolution | Quake2 Quake3Default Quake3HighQuality |
| GeForce Performance Increase | Quake2 Quake3Default Quake3HighQuality |
| Compared By Speed | Quake2 Quake3Default Quake3HighQuality |
Make sure and check out the rest of thebenchmarks. Also, for those of you who keep saying Q3Test does not use the GeForceGPU, here is an explanation from Jack Mathews of Ritual:
Steve: Hey, fuckbag, what's the deal with Quake 3 and the use of T&L?
Jack: Quake 3 does indeed use T&L and will take advantage of any hardware supporting it. It uses OpenGL's transformation pipeline for all rendering operations, which is exactly what T&L cards such as the GeForce accelerate.
Well what if Q3 used the other stuff besides the transform engine? The other three real features are the per-vertex lighting, the vertex blending, and the cube environment mapping. Since Quake 3 has static world lighting, one of the only places for the lighting to be useful would be for the character lighting, especially for dynamic lights. The current character lighting implementation is pretty quick though, I don't really see *too* much of an improvement there, though it is worth mentioning. The vertex blending may help skeletal animation, but since the current test has no skeletal animation, it would not help it at all in the current benchmarks. And the cube environment mapping won't help the game at all, since the game doesn't use cube environment mapping to begin with.
While I'm at it, the use of OpenGL doesn't necessarily mean that all games will be accelerated by the GeForce's T&L. Such examples are Unreal engine (including UT) based games. Its architecture is very different from QuakeX's and cannot benefit from T&L hardware without rearchitecting the renderer, as Tim Sweeney has said before.
Also, since doing the initial benchmarks I've discovered that the GeForce I have ishighly overclockable, although it does not impact the benchmarks at lower resolutions (CPUlimited), the 800x600 numbers and above really climb. For example the 800x600 high qualityQ3Test score jumps from 80fps to an astonishing 103fps. I'm working on a number offollow-ups for you guys to be posted some time Tuesday afternoon.
System: Athlon 600mhz, 256megs pc133 ram.
Settings: High Quality, no sound.
Game: Q3Test v1.08
Creative TNT2Ultra @ 800x600 = 60.3fps
NVidia GeForce256 @ 800x600 = 80.4fps
Very interesting yes? I'll have all of the other resolutions covered, as well asseveral other cpus included in the benchmarks come tomorrow night (hopefully) for you guys. Oh yeah, andNVidia sent me some email I'll post for you guys later not very happy about
Steve: how many units wide is the rocket splash?
Carmack: 120 units, mesured from the point of impact to the edge of a characters bounding box. It does 100 points damage if it hits directly, scaling linearly down to 0 at the 120 range.
You guys can of course leave yourcomments here, or (preferably)head over to
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