- May 5, 2001
- 12
- 0
- 0
Why does the quake 3 engine run so much faster than others?
Here's my question, feel to argue or contradict anything I say - but please let's talk about engines not what game is better.
Many will argue that Tribes 2 and Serious Sam have many computations to make and has to render large sceneries.
This is very true.
But is it wasted effort?
Is it pre-rendering when it's not necessary; i.e. too much overdraw?
Is it slower because Quake is an 'indoor environment' and Tribes 2 and Serious Sam have an 'outdoor' environment?
What about Team Arena? It has Terra Maps that are outdoors.
Why do Team Arena Terra Maps run so well with the Quake 3 Engine?
Is it due to the following?
"PQ: id has said that the Quake III engine has always been able to support large maps like the terrain maps. Why haven't we seen them until now?
Jaquays: All the maps done for Q3A had to fit inside the memory allowed to us by a computer with 64 meg of memory. During production 0f Q3A, it became obvious that really large maps, and Q3DM12 was the "envelope pusher" in that product, ran into memory issues and did not play as well as smaller maps. During the production of Q3:TA, the programming team found numerous ways to optimize, improve and streamline memory handling to the point where it was possible to do much more with the game"
http://www.planetquake.com/features...s/jaquays.shtml
Where the Kyro 2 is spouted to boost the Tribes 2 (hearsay) and the Serious Sam (Anandtech) engine and it very well may with its Tile Based Rendering:
http://www.anandtech.com/showdoc.html?i=1435&p=3
It offers little improvement with Quake 3 over the Geforce GTS and none at all over the Pro:
http://www.anandtech.com/showdoc.html?i=1435&p=10
Why is this?
It's probably because the Quake engine does the same thing, in the engine itself:
http://www.bluesnews.com/abrash/chap64.shtml
It's called Visible-Surface Determination.
It's nearly the same process, yet built into the engine itself.
Hence, any engine developed with VSD - whether it's based on outdoor or indoor environments, will simply surpass an engine that is not, especially if the video card is simply faster - memory and rendering wise. It will also make a Tile Based Rendering card less beneficial.
Do other engines incorporate VSD or similar?
Team Arena has outdoor (terra) maps that pretty much remain consistently the same FPS in most locations, they don't jump around from 30 to 100 to 50 (such as in Tribes 2) standing in the same spot - this is due Visible-Surface Determination within the engine.
Since Quake engine, for the most part, is only drawing what you see, from what I've been reading - does it take the place of a need for Tile Based Rendering?
Is this true?
Is the Kyro 2 HSR-TBR merely a compensation for bad coding and lack of VSD in engines?
Does it help due to lazy programming?
Is the Kyro 2 a crutch?
Here's my question, feel to argue or contradict anything I say - but please let's talk about engines not what game is better.
Many will argue that Tribes 2 and Serious Sam have many computations to make and has to render large sceneries.
This is very true.
But is it wasted effort?
Is it pre-rendering when it's not necessary; i.e. too much overdraw?
Is it slower because Quake is an 'indoor environment' and Tribes 2 and Serious Sam have an 'outdoor' environment?
What about Team Arena? It has Terra Maps that are outdoors.
Why do Team Arena Terra Maps run so well with the Quake 3 Engine?
Is it due to the following?
"PQ: id has said that the Quake III engine has always been able to support large maps like the terrain maps. Why haven't we seen them until now?
Jaquays: All the maps done for Q3A had to fit inside the memory allowed to us by a computer with 64 meg of memory. During production 0f Q3A, it became obvious that really large maps, and Q3DM12 was the "envelope pusher" in that product, ran into memory issues and did not play as well as smaller maps. During the production of Q3:TA, the programming team found numerous ways to optimize, improve and streamline memory handling to the point where it was possible to do much more with the game"
http://www.planetquake.com/features...s/jaquays.shtml
Where the Kyro 2 is spouted to boost the Tribes 2 (hearsay) and the Serious Sam (Anandtech) engine and it very well may with its Tile Based Rendering:
http://www.anandtech.com/showdoc.html?i=1435&p=3
It offers little improvement with Quake 3 over the Geforce GTS and none at all over the Pro:
http://www.anandtech.com/showdoc.html?i=1435&p=10
Why is this?
It's probably because the Quake engine does the same thing, in the engine itself:
http://www.bluesnews.com/abrash/chap64.shtml
It's called Visible-Surface Determination.
It's nearly the same process, yet built into the engine itself.
Hence, any engine developed with VSD - whether it's based on outdoor or indoor environments, will simply surpass an engine that is not, especially if the video card is simply faster - memory and rendering wise. It will also make a Tile Based Rendering card less beneficial.
Do other engines incorporate VSD or similar?
Team Arena has outdoor (terra) maps that pretty much remain consistently the same FPS in most locations, they don't jump around from 30 to 100 to 50 (such as in Tribes 2) standing in the same spot - this is due Visible-Surface Determination within the engine.
Since Quake engine, for the most part, is only drawing what you see, from what I've been reading - does it take the place of a need for Tile Based Rendering?
Is this true?
Is the Kyro 2 HSR-TBR merely a compensation for bad coding and lack of VSD in engines?
Does it help due to lazy programming?
Is the Kyro 2 a crutch?