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Amiga computer related discussion => Amiga Software Issues and Discussion => Topic started by: rvo_nl on February 24, 2010, 09:38:20 PM

Title: QuakePPC, Warp3D and more..
Post by: rvo_nl on February 24, 2010, 09:38:20 PM
I really want to see how fast I can get Quake (yes, 1!) to run on my 'new' PPC setup. I used to get around 20fps using QuakePPC5 back in the days, on my 166mhz 603e on 320x200. But now there are so many versions and compiles of Quake for Amiga PPC, I really needed to make a quick overview to catch up with them:
 
1) BlitzQuake (v1.0, Aminet, Christian Michael)
-architecture: 68k, Warp3D
320x200 56.3 fps
800x600 8.3 fps
-architecture: WarpOS, Warp3D
320x200 ??? fps (WarpOS exception, doesnt work with BVision? Then why does 68K+Warp3D work?)
 
2) GL/QuakeWOS (v2.3, Aminet, Frank Wille & Steffen Häuser (& Massimiliano Tretene?))
-architecture: WarpOS, CGX
320x240 21.9 fps (CGX)
800x600 5.8 fps (CGX)
-architecture: WarpOS, Warp3D
320x240 19.4 fps (CGX)
800x600 ??? fps (CGX) (can not change screenmode)
 
3) QuakePPC (v5.0, (aka FastQuake 10), unknown author (who knows?), 'illegal' Aminet release)
architecture: PowerUP, CGX
320x200 23.15 fps
800x600 4.87 fps
 
4) WarpQuake (v0.7, Aminet, Jarmo Laakkonen)
-architecture: WarpOS, CGX
320x200 22.3 fps
800x600 5.4 fps
 
5) AwinQuake (0.9, Aminet, Peter McGavin)
-architecture: 68K, CGX
320x200 ~5fps (only realtime fps counter)
-architecture: WarpOS, CGX
320x200 ~22 fps
800x600 ~5 fps
-architecture: PowerUP, CGX
320x200 ??? fps (crash)
 
6) 'Legacy' releases
-version by Clickboom
-the orginal 'hack' (would be great if someone could send this to me)
 
I was a bit dissapointed by the results. BlitzQuake is most promising but wont work on (my?) BVision and leaves out lots of particle and lighting effects to gain speed. Funny though that the 68K+Warp3D version has excellent performance. GLQuakeWOS is prefered by many but I cant change to a higher resolution and still I think its not as fast as it could be. Also, there's lots of weird rendering bugs like partly transparent walls and such.
 
When I look around on youtube and on threads on this site, I get the feeling my system is not performing as well as it should. This is also apparent when I run warp3D/MESA/Glut demo's, if this is in any way related. I've fiddled with the different tooltypes of the Bvision monitor and CyberGraphX, but that didnt help. For example, the demo 'skyfly' does not run smooth at all in 640x480.
 
I am using:
 
WarpUP 5.1
Warp3D 4.0
CGX4.3 rc5
the 'correct' 040/060 libraries
latest flashupdate
bppcfix if possible
 
1) is the above overview correct? Any more releases?
2) are these results 'okay' for my hardware config (see below) ?
3) any things I could try to increase performance?
 
BTW, I know I'm a bit crazy trying to get this ancient game to run on my ancient Amiga, no need to remind me.. :)
Title: Re: QuakePPC, Warp3D and more..
Post by: 68KAmiga on February 24, 2010, 09:53:54 PM
On my A1200 BPPC@200MHZ Quake 1 (Ckickboom) runs very smooth with AGA.

The Game is very CPU-stressful.
Title: Re: QuakePPC, Warp3D and more..
Post by: zipper on February 24, 2010, 09:56:35 PM
Compare base:
http://www.amigaspeed.de.vu/
Title: Re: QuakePPC, Warp3D and more..
Post by: JC on February 24, 2010, 10:06:25 PM
Anybody know if Quake will run on my SamFlex 800mhz?
Title: Re: QuakePPC, Warp3D and more..
Post by: Hell Labs on February 24, 2010, 10:13:58 PM
I'd be very surprised if it didn't. I've played quake on 200mhz toshiba sattilite brick laptops before and that was so crap it didn't even have a touchpad.
Title: Re: QuakePPC, Warp3D and more..
Post by: Karlos on February 24, 2010, 10:23:56 PM
Quote from: JC;544976
Anybody know if Quake will run on my SamFlex 800mhz?


Should run perfectly well even without any hardware acceleration.
Title: Re: QuakePPC, Warp3D and more..
Post by: delshay on February 24, 2010, 11:00:33 PM
GLQUAKEWOS

is very very fast on my system 800x600 super smooth,will post FPS when i have time.
Title: Re: QuakePPC, Warp3D and more..
Post by: klx300r on February 25, 2010, 03:26:07 AM
@ JC
Quake III flies on my Samflex@800 & PrBoom OpenGL is an awesome game too :-)
Title: Re: QuakePPC, Warp3D and more..
Post by: delshay on February 25, 2010, 10:19:53 AM
quake needs a update as only clickboom 68k version is 16bit.

GLQUAKEWOS

to change screen mode type in the shell   glquakewos -width 800 or -width 1024 for 1024x768.
Title: Re: QuakePPC, Warp3D and more..
Post by: Dwyloc on February 25, 2010, 11:48:23 AM
Quote from: Karlos;544979

Originally Posted by JC  View Post
Anybody know if Quake will run on my SamFlex 800mhz?
Should run perfectly well even without any hardware acceleration.


Yes there is a native quake1 port for OS4.x and it runs very nicely on my sam440ep 667MHz http://www.os4depot.net/index.php?function=showfile&file=game/fps/quake.lha

If you have OS4 for your BlizzardPPC you could also give that version a go to see how it compares for speed on your BlizzardPPC with the mixed 68k/PPC binaries under OS3.x.
Title: Re: QuakePPC, Warp3D and more..
Post by: rvo_nl on February 25, 2010, 12:44:59 PM
great ideas, tips and results. especially happy with that link from zipper. will try out some stuff over the weekend.
Title: Re: QuakePPC, Warp3D and more..
Post by: rvo_nl on February 26, 2010, 07:00:08 PM
Okay, I did some test today. But first: when I look at the results on amigaspeed.de.vu I am noticing a funny thing:
 
Quake 1 running in 800x600 gives the following results:
 
Michael Lanser, 160mhz ppc, 040 + bvision: 10.6fps
Torsten Hees, 240mhz, 060 + bvision: 8.3fps
 
Can someone explain this to me? I get 8.4fps using the same test, so I really need to know what Michael Lanser did to get it to run this fast. It explains also why all ppc/warp3d apps run a bit sluggish on my setup. There must be something wrong..
Title: Re: QuakePPC, Warp3D and more..
Post by: rvo_nl on February 27, 2010, 04:17:20 PM
small update so far: Ive noted quite some speed difference between warp3d 3.x and warp3d 4.0. And with that I mean the old version is much faster. Ive tested this using the skyflyppc demo.
Title: Re: QuakePPC, Warp3D and more..
Post by: motrucker on February 27, 2010, 07:55:42 PM
I guess its silly to ask if Quake 4 will run on ANY Amiga yet? Or, is it...
Title: Re: QuakePPC, Warp3D and more..
Post by: Piru on February 27, 2010, 08:09:35 PM
Quote from: motrucker;545413
I guess its silly to ask if Quake 4 will run on ANY Amiga yet? Or, is it...

It is.


Hint: In order for some game to get ported to amigoid systems requires the source code being released first.
Title: Re: QuakePPC, Warp3D and more..
Post by: Karlos on February 27, 2010, 08:42:11 PM
Well, IIRC, Quake 4 uses id tech 4 (Doom 3), which was supposed to be released under the GPL eventually. Not sure if it has been yet though.

Although OpenGL rather than DirectX, I'm not entirely sure if the engine requires features that might be beyond those implemented by current AmigaOS compatible systems.
Title: Re: QuakePPC, Warp3D and more..
Post by: Hell Labs on February 27, 2010, 09:07:29 PM
iD tech 4 is still closed source. They usually open them up when the next engine is out, but tech 5 looks so revolutionary it'll be a while before carmack and co get it done. You should see it, the level editor can do all the usual, plus painting and combinging textures like a 3D photoshop. They've completely altered the concept of textures and materials. What they want to do for tech 6? geometry. Goodbye 3ds max, this time next decade, anyway.

I figure quake IV and the other tech4 games would be doable on MOS when the powermac support is done. Assuming, that is they make drivers for the more beefy graphics boards.
Title: Re: QuakePPC, Warp3D and more..
Post by: motrucker on February 27, 2010, 09:14:22 PM
Quote from: Piru;545416
It is.


Hint: In order for some game to get ported to amigoid systems requires the source code being released first.

I thought it had been released. Obviously the code must be available...
Title: Re: QuakePPC, Warp3D and more..
Post by: rvo_nl on February 27, 2010, 09:52:13 PM
My question is probably even more silly, but since I've been out of this 'scene' for so long, does Quake 3 run on classic Amiga's running OS4? If not, why not? I dont mind the fps, I just like getting stuff like this to run and probably wont play it at all.
Title: Re: QuakePPC, Warp3D and more..
Post by: rvo_nl on February 28, 2010, 05:50:51 PM
Finally, I've got everything sorted now! The only problem is that I dont really know what I did to fix some of the issues.. The MESA/GLUT performance problem was fixed by installing WOSprefs and fiddling with the parameters. (especially the one labelled FAST, which I remember from way back). The Skyfly demo is now finally moving at a steady pace, same goes for the other GLUT/MESA stuff.
 
However, I was able to increase performance a lot more by installing the Warp3D 3.1 libraries over the 4.0 libraries. Apparently Warp3D 3.1 is a bit faster than 4.0. (and 4.2 aswell, but that one is bugged, too!)
 
So, with all the tweaks I did I was really eager to give glquakewos another try. Much to my surprise it was a lot faster than I expected. I was afraid I wouldnt get anywhere near the results by this Michael Lanser guy, who is using a 160mhz ppc. But fortunately I did and am getting near Voodoo 3 speed just using my Bvision. (I guess those with a Voodoo 3 have some configuring to do, Im not fooling myself).
 
Take a look at: http://www.alinea-computer.de/amigaspeed/q***e.html
 
320x240:17.6fps
My result: 25.5fps
 
800x600:10.6fps
My result: 12fps
 
So, not a lot, but still it shows the difference between 160mhz and 240mhz. With the overclock tooltypes activated it went a bit faster, but no more than 1 or 2 fps.
 
I still hope someone can send me the original Quake 'hack', aswell as some more info on the authors of certain QuakePPC ports. And can anyone answer my previous question regarding Quake 3? Google doesnt help me at all :(
Title: Re: QuakePPC, Warp3D and more..
Post by: Piru on February 28, 2010, 06:22:01 PM
Quote from: rvo_nl;545536
I still hope someone can send me the original Quake 'hack', aswell as some more info on the authors of certain QuakePPC ports.

I know the QuakePPC (aka fastquake) author, but I'm not tellin' ;)
He's no longer involved in amiga sphere of things.

Quote
And can anyone answer my previous question regarding Quake 3?

Hmm was it about quake3 on classics?

Memory requirements are quite high, 128MB is the bare minimum (with some tuning). At least voodoo3 should be able to run it, assuming all required Gl extensions are there. I have no idea if anyone has tried to compile it for classics. Source code of the MorphOS port is here: http://bigfoot.morphos-team.net/files/morphosquake3r2-src.tar.bz2
Title: Re: QuakePPC, Warp3D and more..
Post by: AmigaMance on February 28, 2010, 07:02:57 PM
Quote from: rvo_nl;545536

However, I was able to increase performance a lot more by installing the Warp3D 3.1 libraries over the 4.0 libraries. Apparently Warp3D 3.1 is a bit faster than 4.0. (and 4.2 aswell, but that one is bugged, too!)

 This is very insteresting. I would have give v3.1 a try, but i remember that it gives rendering problems with some games like Heretic 2. It draws black rectangles around light sources, etc.

 For improving speed, i recommend to minimize the number of particles in the config file.

 As for BlitzQuake, do a search in this forum and you'll see.
Title: Re: QuakePPC, Warp3D and more..
Post by: rvo_nl on February 28, 2010, 08:36:26 PM
I've noticed those black rectangles around light sources using blitzquake aswell. Thought it was a way to increase speed, doh! Thanks for the info, now I know what to look for.
 
@ Piru: you dont have to tell me his name.. But nationality would be a start! ;) Is this the same guy that was working on Quake 2 before Quake 1 was even released on Amiga? And yeah, I meant Q3 for classic. Would be nice to try it out.
Title: Re: QuakePPC, Warp3D and more..
Post by: zipper on February 28, 2010, 08:45:29 PM
Quote from: AmigaMance;545550
rendering problems with some games like Heretic 2. It draws black rectangles around light sources, etc.
 


Probably you are missing an update for H2.
Title: Re: QuakePPC, Warp3D and more..
Post by: Piru on February 28, 2010, 08:57:27 PM
Quote from: rvo_nl;545569
Is this the same guy that was working on Quake 2 before Quake 1 was even released on Amiga?

I don't know who worked on Quake 2 for amiga.
Title: Re: QuakePPC, Warp3D and more..
Post by: AmigaMance on March 01, 2010, 06:41:37 AM
Quote from: zipper;545571
Probably you are missing an update for H2.

 No. :)
Title: Re: QuakePPC, Warp3D and more..
Post by: zipper on March 01, 2010, 07:58:24 AM
Are you using BPPC?
Title: Re: QuakePPC, Warp3D and more..
Post by: AmigaMance on March 01, 2010, 08:48:32 AM
Yes.
 I do know that this problem occured with the initial version of the game and that an update was released later that fixed it, but i believe that it also happens with old versions of Warp3D even when running the update. I could be wrong.
Title: Re: QuakePPC, Warp3D and more..
Post by: rvo_nl on March 25, 2010, 09:28:47 AM
Quote from: rvo_nl;545536
However, I was able to increase performance a lot more by installing the Warp3D 3.1 libraries over the 4.0 libraries. Apparently Warp3D 3.1 is a bit faster than 4.0. (and 4.2 aswell, but that one is bugged, too!)

No, no, NO! That is not true. It's just QuakeWOS that gives unpredictable results. Stick with 4.0 and find a better Warp3D application to do benchmarks.
 
(This was just to keep the information in this thread correct.. :))