RF075A: Frame Rate Question
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- Posts: 866
- Joined: Fri Jul 08, 2005 4:27 am
- Location: PA, USA
RF075A: Frame Rate Question
When I play the new 075 demo and choose daniel, I only have a frame rate of 14-15 FPS most of the time. Only in some spots it jumps to 24-30 FPS. Is this because my graphics card is so old? My system specs are: Pentium 4 1.7 Gigahertz processor, 512 megs of ram, and a 32 Meg N-vidia Riva TNT2 Model 64/Pro graphics card.
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
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- Posts: 866
- Joined: Fri Jul 08, 2005 4:27 am
- Location: PA, USA
I think it is related to my graphics card. I changed to openGL 32 bit and it now runs nice and smooth, I did not look at the frame rate though.
I forgot to mention in my first post:
THEY ARE AWSOME DEMOS!!!!!
GREAT WORK!!!!!
The menus are killer, and the save function is awsome! Its the first time I used it.
Kind of off topic, but...
I must note one thing, a perfect example where hint brushes could be used.
I played the daniel demo in wireframe view and got this screen shot:
Then I saved the game and loaded in openGL and got this shot:
Now when I go through that doorway I end up in a hallway where I must go left or right. so the room rendered isnt acctually visable from that position. With a few hint brushes the frame rate could sky rocket! I know they are only demos and heart and soul were not fully poured into them, but just somthing I felt needed to be noted. Maybe I should repost this example in the sticky on hint brushes.
And again, VERY NICE WORK!!! I LOVE THE NEW RF!!! THANK YOU SO MUCH RF DEV TEAM!!!
EDIT: I just played the demo again and I am getting 30-50 fps in the daniel demo now that I have the driver as openGL 800x600.
I forgot to mention in my first post:
THEY ARE AWSOME DEMOS!!!!!
GREAT WORK!!!!!
The menus are killer, and the save function is awsome! Its the first time I used it.
Kind of off topic, but...
I must note one thing, a perfect example where hint brushes could be used.
I played the daniel demo in wireframe view and got this screen shot:
Then I saved the game and loaded in openGL and got this shot:
Now when I go through that doorway I end up in a hallway where I must go left or right. so the room rendered isnt acctually visable from that position. With a few hint brushes the frame rate could sky rocket! I know they are only demos and heart and soul were not fully poured into them, but just somthing I felt needed to be noted. Maybe I should repost this example in the sticky on hint brushes.
And again, VERY NICE WORK!!! I LOVE THE NEW RF!!! THANK YOU SO MUCH RF DEV TEAM!!!
EDIT: I just played the demo again and I am getting 30-50 fps in the daniel demo now that I have the driver as openGL 800x600.
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
-
- Posts: 866
- Joined: Fri Jul 08, 2005 4:27 am
- Location: PA, USA
Try adjusting the video settings. It is default to Direct 3D 32 bit 800x600 driver. I had to change mine to openGL 32 bit 800x600 to get good smooth frame rates. Also, always be sure to close any unessicary programs that are running in the background. They eat up CPU power.CowboyUp wrote:My framerate in the demo is pretty terrible as wel. I have a pretty good computer (I run HL2 and Oblivion on it with little problems), so I don't see a reason for the dated Genisis engine to slow me down
I emphasize freeing up CPU power because RF renders everything via CPU and not the graphics card. So, the cpu is not only running AI scripts and collision detection, but calculating level geometry, lighting, and rendering all polygons on screen. Thats alot of work for one processor. Game engines that have Hardware TnL transfer the rendering of polygons and what not to the graphics card. This enables many more polygons to be rendered and more scripts to be run. That is because the CPU no longer has to worry about rendering polygons on screen and the graphics cards are powerful enough to render many more polygons than CPUs because they are not running scripts and the game engine.
I have a question for the RF dev team, how is Hardware TnL implimentation coming along?
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
To go on an adventure, one must discard the comforts and safety of the known and trusted.