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#16 woogal

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Posted 09 November 2005 - 01:27 PM

And with a lower resolution what about fps ?

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Halve the screen size then scale back up and it gets around 15fps (just doubling pixels, not using any hardware scaling).

it's good to hear about the ease of using the volume buttons for other purposes

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The volume buttons are just normal buttons. They just happen to control the volume in the built in media player.

#17 DynaMight

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Posted 09 November 2005 - 01:36 PM

Looks great, I dont think it needs 30+FPS to be very playable either. I'm sure once all devs start working on the machine and find out how to do this and how to do that etc to use the machine to it's fullest, it'll speed up quite a bit.

Just look at any early console game compared to the latter ones

#18 xafier

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Posted 09 November 2005 - 02:14 PM

wow, looking good woogal... how much optimizing have you done? used much of the 2D hardware support yet?

and I'm sure there are a few things you can move accross to the 2nd CPU, which would give at least a little boost...

can't wait to see how this is playing in 3 - 6 months :D the GP2X is going to rock my world! :D

#19 Aimless_E

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Posted 09 November 2005 - 02:15 PM

New you'd have it working before we got our units
you rock woogal :)

#20 DaveC

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Posted 09 November 2005 - 03:13 PM

It looks like the first release of quake on the gp2x is going to be running around 11.5 fps average at normal quality with sound, and as people never believe me when I say that quake still looks and plays great with low frame rates I thought I'd create a video.

http://gp2x.sector808.org/quake2x.avi

Note: before anyone comes along talking a load of crap about ghosting, bluring etc - there is none on the gp2x. All nasty looking bits you might see in the video are caused by my cheap webcam.

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That seems about the same speed as the GP32. Is there nothing in the GP2X that could speed it up? Too bad the GP2X wasn't 400 MHz ;)

#21 bluejapo

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Posted 09 November 2005 - 03:37 PM

Woogal

That rocks! Having not had a GP32 I can't comment but I have to say that this looks very playable. I figured that low frame rates would not look so good, shows what I know. Sorry for doubting.

#22 grahf

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Posted 09 November 2005 - 03:46 PM

Awesome work Woogal. Its been so long since i played Quake, that I just had a damn flashback watching that video! Cant wait to take this for a trip down memory lane. Its crazy how you can still picture exactly where to go in your mind, after all these years.

Do you plan on implementing configurable controls anytime soon?

#23 Tobriand

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Posted 09 November 2005 - 04:09 PM

Tbh, it doesn't surprise me that it looks comparable to the GP32 version atm - I played quake a fair bit at 200MHz on my Gp32 (one of the few that could reliably make it up there without adding extra lead to the contacts inside :D ), and it worked pretty slickly. And this version is, iirc, essentially a port of the GP32 version, and the core is set at 200MHz, so you know, somehow I'd have thought they'd probably look kinda similar.

THE main thing I'm interested in in terms of Quake, over and above battery life (200MHz on a Gp32 could last a while) and not killing the chip (200MHz was, imo, kinda pushing things a bit in terms of when the unit was likely to die), is the presence of the extra memory. Means mods might actually be sensible to run :D.

And Quake had a fair few of those, iirc :)

#24 skeezix

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Posted 09 November 2005 - 04:46 PM

I would imagine it should be forkable -- copy the polygon display lists and such over to another buffer and kick off the second cpu to do the rendering; it'd be a frame behind then, but should speed it up a touch; not sure how much, since I imagine most of quakes time is spent doijng the rendering.. so moving the rendering to the other cpu would just make the first cpu mostlyu idle while the second is fully busy then.. so not a huge boost. Still....

(and I've not looked at doing this, so I'm only guessing at this point.)

Doing an even split between CPUs is a tonne of work though :/

jeff

#25 woogal

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Posted 09 November 2005 - 04:49 PM

wow, looking good woogal... how much optimizing have you done? used much of the 2D hardware support yet?

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It's just a port of the gp32 version, so it includes all the stuff like the fixed point optimisations from pocketquake and the doublesize stuff I added to gpquake etc. It uses no special hardware.

Do you plan on implementing configurable controls anytime soon?

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You already can configure them. The buttons are all mapped to various keys, so you just go to configure controls and set them however you want. The only button that can't be configured is Start.

#26 sweetfish

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Posted 09 November 2005 - 06:09 PM

woogal: Looks awesome!

And to those who can't play the vid; download this and install:
http://md5.se/pub/misc/indeo511.exe

#27 danchamp

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Posted 09 November 2005 - 09:47 PM

Wow, fantastic stuff, thanks for all your work woogal. Can't wait for it to arrive. :D

#28 judge0

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Posted 09 November 2005 - 11:20 PM

Impressive gameplay at 11.5 fps, looks like a keeper B)

#29 Eolair

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Posted 09 November 2005 - 11:29 PM

Looks really impressive. Almost hard to believe it's only 11.5 fps :)

#30 reallynotnick

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Posted 09 November 2005 - 11:44 PM

woogal: Looks awesome!

And to those who can't play the vid; download this and install:
http://md5.se/pub/misc/indeo511.exe

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what is this windows crap :angry:
I have a mac and can't get it too run in VLC, Mplayer, or even quicktime.
What the heck is up with this video, I can run just about anything between the 3.

So will I be able to play this as soon as I get my gp2x? I can't wait to start playing quake.