Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

adjasont

Members
  • Content count

    4
  • Joined

  • Last visited

About adjasont

  • Rank
    New Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. adjasont

    r_subdivisions for Doom 3?

    Yeah, I was tweaking the AF setting using console commands and vid_restart so I was able to compare directly what things looked like with it on and with it off. Im not saying AF doesn't drop your average framerate; it does, but what it DOESN'T do is push my rock-bottom framerate any lower than it already is. It's only going to limit my peak framerates. For that reason I don't mind using it in-game, because I don't care if my 55fps moments get pushed down to 47. At my system performance level what I'm most concerned with are those 15-20fps moments, and AA/AF/resolution don't seem to be adding much to that (the bottleneck is elsewhere). I have 512MB of RAM. Doom 3 is very playable for me. However, it does have more "chug" moments than most games (as expected). All the benchmarks I've seen online with "minimum framerates" listed seem to confirm this. I'm simply trying to figure out what's going on during those moments and how to alleviate it. Even relatively high-end systems seem to have their slow moments (perhaps this is during intense battles though; mine happens even when I look at a particularly heavy scene).
  2. adjasont

    r_subdivisions for Doom 3?

    Turning off r_shadows seems like the only way to reduce those framerate "pits" and it's my suspicion that it's because it's one of the few commands that actually reduces the number of polygons on the screen (shadows are, I would assume, polygons themselves). To me that paraphrase from iD explains a lot. By emphasizing dynamic shadows they are dramatically increasing the polygon count (or something to that effect). Many modern games go out of their way to have dynamic LOD to reduce the polygon count which keeps the framerate somewhat steady in almost any indoor setting, but in Doom 3 if you look down a corridor and see a second room with its own detail you can pretty much count on your framerate dipping way low. The only default polygon reduction seems to be the culling that occurs on objects the player simply cannot see. Someone enlighten me if I'm wrong. Try this experiment if your processor is somewhere around 2Ghz or less: find a point of view in the game where your framerate is at or close to its lowest point, one where you can just sit and stare (I have one point where I can stare with the flashlight on and it consistently sits at a framerate that dips down to 15FPS). Now, quicksave the game at this point and start tweaking some settings (do a vid_restart after each change). What I noticed is that almost without exception, ALL non-polygon related commands had no effect whatsoever on that framerate. I even cranked the resolution up one notch and added 4xAA and 8xAF. No matter what I did it stayed at that same exact framerate EXCEPT for when I turned off shadows. AA is a very videocard-dependent feature, AF is a very videocard-dependent feature, and resolution is a very videocard-dependent feature. So I'm guessing I am extremely bottlenecked by something OTHER than my videocard. Obviously the likely culprit is the CPU or something directly related to it like the FSB. My specs: I'm running an Athlon XP at 2GHz on a KT133 chipset (20x100) with a Radeon 9700pro. So again, if anyone knows of a way to cut out more polygons without screwing up the game TOO much, be sure to let me know ;) I'll try messing with the shadows, but it'd be a shame to lose them. One thing this means is that maybe it's not enough to simply say "Doom 3 is naturally going to have crappy performance because it's using a state-of-the art engine." The engine is only partly to blame. As you can see, all these fancy features like bumpmapping and specular highlighting amounted to a hill of beans in my case; my card can handle it, and my CPU can handle it. What really seems to kill me, in this case, is more of a design decision: those darn dynamic shadows, and all that that implies.
  3. adjasont

    How to get Doom 3 to work for 9x/ME(tutorial!)

    Just FYI, Doom 3 runs fine in Win98SE for me. I too wish I could get the 4.9 Beta Catalysts though... I suspect that when we finally see the official 98/Me 4.9 drivers they will also contain the Doom 3 fixes. They will already be in the code; why bother spending the time to remove them?
  4. adjasont

    r_subdivisions for Doom 3?

    I'm not at my gaming PC right now so I can't try the ACTUAL Quake 3 command for it, but does Doom 3 has any command similar to Quake 3's r_subdivisions to simplify the game's geometry? I ask because after some experimentation I think it's the complex geometry, not the game's special effects, that are causing the massive framerate dips on my PC.
×