Quake2 Nanogl
#16
Posted 06 March 2009 - 11:54 AM
#17
Posted 06 March 2009 - 12:18 PM
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Video :
Damn. This is awesome. I didn''t thought it will be that fast at 55MHz.
Please do a re-test when you''ll have SGX clocked at 110MHz. I wonder how does it scale...
#18
Posted 06 March 2009 - 12:18 PM
I''''m sure you will get to see Q1 and Q3 in the coming days together with various tweaks, resolutions and GPU speeds.
Just to explain to people about the resolutions, we are maxing it at 800*480, but you could get far far faster speeds right now at say 480*240 (the PSP res) and it may well look almost the same on the LCD to an untrained eye.
But as Exophase said, it''''s always best to start at the top and optimise, not compromise.
That sounds all good and everything, but the Quake 3 HUD and UI were designed for a minimum resolution of 640 x 480. So text will become unreadable when you want to change settings or controls, or look at the scoreboard or text chat with a lower resolution
#19
Posted 06 March 2009 - 12:44 PM
However we might get slightly faster FPS again if we did actually use the LCDs lower res mode.
These are things we will try out and report back on.
#20
Posted 06 March 2009 - 01:15 PM
You know ive only had the board 2 days and im was trying to get things running. Again this is a the base clocks. Im not even using neon yet which should help with fp.
craig: I got the pm, mweston actually have me the details on the sgx clock change. I think we need to hear from notaz, according to mweston the pandora version of this command is named differently and its not included in any of DJWillis's images.
I will try to get something going with quake 1. I think i might start fresh with the original quake sources.
Keep posted I will try to get more benchmarks today.
#21
Posted 06 March 2009 - 01:24 PM
This is good work here. It''''s been great to see the progress. I''''ve nothing to contribute besides giving my thanks to all of those who are helping make this a great ride. Looks like this really is the start of a roller coaster ride. More thrills around the corner and in each and every turn!
Edited by dewc, 06 March 2009 - 01:38 PM.
#22
Posted 06 March 2009 - 01:27 PM
hmm, im actually surprised some of you guys found reasons to moan.
Ignore them... Personally I think this is a fantastic start and anything else will just be icing on the cake. Keep up the good work Pickle!
#23
Posted 06 March 2009 - 01:27 PM
This is good work here. It''''''''s been great to see the progress. I''''''''ve nothing to contribute besides giving my thanks to all of those who are helping make this a great ride. Looks like this really is the tip start of the roller coaster. More thrills around the corner and in each and every turn!
Dont worry i wont ;\) , all i needed to see was this running on the pandora''''s screen last night.
I should add this is known to work with quake 3. It just may take me some time to learn how everything interfaces together. For example it took about a days time to get all the source code squared away with a raw quake2.
Edited by Pickle, 06 March 2009 - 01:34 PM.
#24
Posted 06 March 2009 - 01:47 PM
#26
Posted 06 March 2009 - 01:51 PM
P.S. I bet after optimizations (OGLES and NEON) we will have more than 30 fps in Q3.
#27
Posted 06 March 2009 - 02:00 PM
#28
Posted 06 March 2009 - 02:51 PM
Pickle, there will always be critics. Don''''''''t let that get you down.
This is good work here. It''''''''s been great to see the progress. I''''''''ve nothing to contribute besides giving my thanks to all of those who are helping make this a great ride. Looks like this really is the start of a roller coaster ride. More thrills around the corner and in each and every turn!
Think most off use have had it hamered into our heads that Pandora = Doom 3 capable. And then you get a Q2 @ 30fps, you immediatly go "wtf". Q2 @ 30fps = D3 @ 1fps? First read it on the blog, and that info was missing from the post.
Think you need to point out in the original post that:
- Its running only at 500Mhz CPU, 55Mhz GPU, instead off the possible 600Mhz CPU, 110Mhz GPU.
- Using nanoGL as a wrapper resulting in even more speed loss ( percentage? ).
- Not optimized for the Pandora ( NEON ).
I''ve been looking into the nanoGl wrapper to see what performance difference it creates, but i''m not finding any.
Its a nice feat getting Q2 active on the Pandora. Think that Q3 will be the most popular from the Q serie ( might be wrong? ).
And for one or other reason, i was immediately thinking: "Hmmm, 30fps, so with a OMAP3630 its 30 fps * 1.75 + x% cpu" *lol* ... Fuck, this is going to be hard to get out off my head every time i see a opengl based game benchmark
#29
Posted 06 March 2009 - 04:07 PM
I guess some PSP resolution FPS might put it more in to perspective.
#30
Posted 06 March 2009 - 04:41 PM
Ah that kind of bad feedback is the double edged sword of posting hot off the press updates.
I guess some PSP resolution FPS might put it more in to perspective.
For PR information, this Q2 post might have been better called: "Quake 2 Port - Alpha 1". It makes it more clear to the general public.
Take the same with the PSX emulator ( any software ):
- Current version Alpha 2, 10% speed increase.
- Version Alpha 3, 15% speed increase, now using neon whatever...
Think whats missing is a more constant stream off update on the development. Thats what most off use "techies" miss. I remember a lot off questions asked in the PSX topic, where there was never a answer to. For instance, "i make a movies of xxx later". And nothing gets released later.
There are half a dozen of projects active, yet, we hardly hear anything from any progress.Lets face it, we are all hungry for more information all the time, and when a scrap is thrown our way, it feels for many as to little. And then of course you get bad reactions to it.
What do you expect Craigex? I''m still amazed at how relatively little the official site gets updated. How a bunch off volunteers at a blog need to keep the community happy with news. And then you get blogs that don''t have all the details, and it just increases some people there frustrations.
How many developers have boards Craigex?












