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Can We Future-proof Quake?
I'm not the only one on func who plays Quake at a 144hz refresh rate. We can debate all day whether that's necessary but that's my thing. I see a big difference both on the desktop and in games at 144. But designing my own maps and now with jam9 I am experiencing issues that basically break the game.

In Breezeep's map Mensis Keep, if you watch my demos I take an elevator up and hit an invisible barrier multiple times. I didn't immediately realize what was going on but it was the physics wigging out and it was nearly game breaking for me. I figured out the less I moved on the elevator the more luck I had avoiding the problem. I had to rework a significant set piece in a WIP as it was a fast moving train that kept gibbing me randomly. Only later did I realize this was due to having HOST_MAXFPS set higher than 72.

It's my opinion that we're going to see more and more of this as time wears on. The 1/2 dozen or so younger gamers I know (thanks to my teenaged kids) all want or have 120hz monitors or above.

I also want to note how old and problematic Wally and TexMex are. They work but how long will it be before they are obsolete?

I think it's time we start the discussion of how to future-proof Quake source ports.
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Well with Quake 2 any decent client nowadays separates physics and rendering framerate since Quakeulf mentioned it. Quakeworld client like EZquake are the same as far as I know and you just need Quakespasm to do the same. 
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