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Quake Custom Engines
Discuss modified Quake engines here, I guess. What engines do you use? What are the pros/cons of existing engines? What features would you like to see implemented/removed?
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MarkV WinQuake looks great but is a software engine and thus I get single digit framerates on modern maps.

I was just hoping someone may have tried to emulate the software look using a modern graphics API, that's all. 
 
Well, I know you don't like DP but Nahuel recently uncovered a GLSL shader for DP that aims to emulate the retro look. I haven't tried it so I don't know how accurate it is, but you might want to give it a try. You can find it here: http://quakeone.com/forums/quake-mod-releases/finished-works/12469-hgszs-retro-quake-glsl-retro-shaders-darkplaces.html
Note that the 2016 DP builds break this shader, so Seven has fixed it (scroll down to post #10 for link). 
Kinn 
Read baker's last post in the mark v thread. I just shat myself with excitement. 
 
Read baker's last post in the mark v thread. I just shat myself with excitement.

Wait.

What.

Windows WinQuake through Open GL for KillPixel

You mean that? Because if that means what I think it means, then consider my dungarees dung'ed and my breeches browned also! 
Also 
damn just realised a few posts up people are talking about FTE doing this - I'll have to have a look. 
The Browning 
not sure if it was mentioned, but FTE has r_renderscale, too. 
/facepalm 
I thought you were talking about the markv thread. I'm fucking brilliant. 
@kinn 
fte with r_softwarebanding 1 uses 8bit rendering for the world and models, except for coloured lighting (where each colour channel is performed as a separate lookup) so disable lit support if you want strict 8bit colours.
this applies to world(gl+vk renderers) and models(gl renderer). other things including particles etc are unaffected by this, but at least fte's particles can follow palette-based ramps too. 
Spike 
Thanks - just had a look and r_softwarebanding looks lovely and I even like how it looks with fog and coloured lights on top of it too!

There's a lot of stuff I'll need to turn off though to make it look and sound more vanilla - is there a "proper oldskool" config somewhere? 
 
how do i turn off the mouse smoothing in FTE? 
 
m_filter defaults to 0 so reset that if its no longer 0. there isn't any other mouse smoothing.
m_accel 0 maybe? again defaults to off.

'fps_preset vanilla' should disable(and in some cases enable) all the stuff to make fte feel like vanilla's software rendering, including the demo reel, nq sbar, nq player physics, software banding, square particles, disables lerping, etc.
complete list of cvars changed with the presets: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/client/m_options.c#l818 (each preset is cumulative with the prior ones, so you'll need to consider the settings above the vanilla preset also, if you want the complete list)
the problem with lots of settings is figuring out which ones you actually want set. :s 
Alternatively 
quakeforge's glsl renderer should also render much like software rendering (unlike its regular non-glsl gl renderer).
that said, I don't know how easy it is to get quakeforge to actually run, hopefully taniwha has fixed it up a little since I last tried. 
 
m_filter "0"
m_accel "0"

I have those set but it makes no difference - the mouse just feels weird and laggy compared to quakespasm, like the movement is being interpolated or something. QS feels immediate... 
 
I'm sure you've checked, but is vsync enabled, either in the client or forced by your gpu settings? 
+1 
I'm sure you've checked, but is vsync enabled, either in the client or forced by your gpu settings?

No I hadn't checked, and that was indeed the culprit.

vid_vsync "0" now added to my config. Cheers! 
Groovy! 
 
Engine CPU / GPU Usage 
Can anyone recommend a tool I can use to profile the cpu / gpu usage of quake engines on my pc? I have noticed that when using Quakespasm, my laptop is silent, but on other engines I've tried (FTE, MarkV), running under the same config I use for QS, my laptop's fan blows like a foghorn for some reason... 
 
Gonna have a punt with a tool called HWiNFO. Will report if I see anything interesting 
 
This is almost certainly happening because QS is using a Sleep call every iteration of it's main loop, whereas other engines are not.

There are valid arguments to be made that running flat out is actually correct behaviour for a game engine. 
Ok 
Might that also be related to how QS's CPU usage rockets when I have it minimised vs when I'm playing it? 
Right, So 
I used HWiNFO to log all the stats when running the quakes.

I did a test where I played demo1 twice in QS, and did the same for MarkV using equivalent graphics settings etc. (actually I played demo1 three times in MarkV because the fan was really going crazy after the second time round and I wanted to see if it was getting any hotter)

So here is a simple chart of the max CPU temp across all my cores when playing the demo, sampled at 2-second time intervals (there are less samples for QS because I played the demo twice there vs three times for MarkV)

https://docs.google.com/spreadsheets/d/1ozielkRSptmYI6PSSrn1QwSBcai8WTHauQ1pW8z__5s/edit#gid=0

With QS my CPU temp always stays just below 50C, but with MarkV it's constantly running over 70C.

Now I'm no engine guru but my gut feeling is I'd rather keep my CPU temp at 50C if I have a choice in the matter (considering I'm getting identical framerate in game either way)

mh - what are the advantages to "running flat out", as you say? 
 
is this win7? you can set your cpu states in power management. depending on your mobo you can do this via the bios. You can also have the client run on 1 core, may help temps. Maybe even give process tamer a try.

70C isn't necessarily bad. I wouldn't want to run 74-80 constantly, though. 
Win10 
Not sure I want to go digging around in bioses and tinkering with CPU settings, not really my area :} 
 
Yeah, QS has a 1ms sleep in main_sdl.c. It also sets the Windows timer precision to 1ms (done by sdl) - afaik this raises power use somewhat for the entire system while QS is running, but it should mean that a 1ms sleep is actually 1ms and not 15ms or something.

Just looked at MarkV's source, it looks like you need to set "host_sleep" "1" to enable sleeping.

I imagine the temps will be about equal once MarkV is sleeping. On complex non-id1 maps QS may take a lead, owing to its new GL renderer, but not sure if this will show up in temps. 
Host_sleep "1" 
Well damn, that did the trick! Just did another profile and the temps in MarkV are down to around 50C, similar to QS.

So, any reason why this isn't the default behaviour? 
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