Achieving good speeds on open areas
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needs different map preprocessing, it stops it from being quake-compatible.
but then so does using a q3bsp, so whatever.
blurgh, what am I saying... I'm too lazy to write the tools.
but then so does using a q3bsp, so whatever.
blurgh, what am I saying... I'm too lazy to write the tools.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
There's plenty of headroom in a traditional GLQuake style renderer for improvement, yes (up to 8x under heavy load is the best I've got so far, but that's with mostly MDLs; 2x to 4x is more realistic with brush surfaces), but there is only so far you can go and the formats are still not optimal for what the OP wants.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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18 posts
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