Low FPS problem - 'Computer should handle game fine.'
First of all please ensure that you install the latest graphics drivers for your graphics card supplied by the chipset manufacturer (eg ATI/NVidia/Intel) and not those offered by Windows Update as they are not fully OpenGL compatible often as required by QuakeLive.
For ex Quake3Arena players expecting the same performance - QuakeLive is not the same as Quake3Arena, much of the code has changed, and some relatively graphically demanding things have been added, Quake3's performance on your machine bears little relevance to QuakeLive's performance.
Some quick things to try, either from the in game menu (press escape), or the console command given -
- Play with a lower resolution - eg \r_mode 9 or r_mode 12 (see the r_modes list )
- Disable Post Processing - r_enablePostProcess "0" in the console
- Try compressed textures (lower required gfx card bandwidth)- r_ext_compressed_textures "1"
- Disable Shadows - cg_shadows "0"
- Try fastpath shaders (not a menu option) - r_ignorefastpath "0"
- check cl_avidemo is set to "0" (a common accident after demo recording, or cfg tests)
Last edited by Yakumo; 09-06-2010 at 07:01 PM.
Tried everything on that list and i still get the same problem, unstable 70-120 depending on map size/action, i think.
No problems in q3.
amd dual core 3800+
ati hd 5800 series
k i've had this problem forever in ql but i couldn't be arsed, now that the game is getting better though i want to play it so i dag out the issue. The problem is horrible vis work by the mappers.
I tested all premium maps:
dismemberment - 125
deep inside - 125
dreadful place - almost 125 steady
focal point - some loss
hektik - 125
intervention - 125
japanese castles - 125 (i loled at the new teleports)
leviathan - nightmare
overkill - 125
phrantic - 125
purgatory - 125
realm of steel rats - some loss here and there
theatre of pain - loss on some areas
devmap, s_showtris, if you can see the entire map from one point of the map, send the mapper packing. Laying a few brushes and some pretty textures ain't mapping. I'll make a seperate thread to get some attention on this.
Thanks and waiting a fix.
Yeah, didn't work anymore ideas?? How about iD address the problem.
Originally Posted by Yakumo
This started occurring after the move from Beta
Last edited by uchimatamaster; 08-11-2010 at 10:44 PM.
Chalk it up to software support for different hardware and configurations. I'm running an Intel core 2 duo 2.66, Geforce 9600m (which has 512 MB of GDDR3) and 4 gigs of DDR3 system ram. How the hell could this not run such a simple game at 125 fps? Well it does, most of the time. But there are a few maps that take fps hits. The worst one is Asylum, dipping as low as 40 fps. Is it the fog effect rendered on that map? The OpenGL support needs to be tuned a little better for different cards - most of which are more than capable. Isn't Nvidia supposed to be an iD partner? How could something as current as the 9600m not be important enough to make the cut? This and all the other modern hardware effected should be given a serious revision in the QL engine because something is obviously not right. Will there be further performance enhancements for these devices? Can someone at least tell me that?
Seems like they added unneeded loop to the code:-). Frame rate jumps from 125 to 60-40 on Longest Yard!!! And it's quake 3 test map!!!!!
I can attest to the ones speaking before me, the beta ran significantly better framerate-wise, mouse-input-wise and latency-wise, they suddenly ruined everything with this fabled "quakecon update".
What can I say... I never crossed 80fps during beta, but that's ok - I've got old hardware. Right after the update, I can go down to 20fps on any map, which makes any serious, fast match unplayable.
So - me too!
Ubuntu 9.10, FF 3.6.8
Just dug out good old Q3 cd, just to check . May be I didn't notice staff before :-) But it does hold 125 fps stable! So its can't be my PC.
Tags for this Thread