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Re: Special Replying to my Own Post Edition: multicore support
[quote name="Entropy Stew"][quote name="Ray of Light"][quote cite="TF2/Source multicore status, September 2008"]<b>Post Your "mat_queue_mode" results. </b> [<i>mat_queue_mode is one of the (more important?) half-dozen parameters than enable multicore support, they are undocumented and experimental. --Ray</i>] My Results: Pros: - Incredible FPS increase (15-25+ average) Cons: - Game stutters in first few minutes of gameplay - Crashes randomly, it can crash in first 10 minutes, or not crash at all, it's entirely random. [/quote] [quote cite="Q3/QL multicore status, May 1999"]The SMP support is solid enough to play with now. The only feature that is still broken is light flares. ... On my development system, a dual 300 mhz intergraph realizm II, the low res timedemo scores went from 27.8 to 37.8 with "r_smp 1". This is only a 35% average speedup, but at some times (lots of dynamic lights in complex scenes) the speedup is 90%+. Gameplay is noticably smoother. [<i>after a short beta period, r_smp defaulted to 1 in the 1.32 patch --Ray</i>][/quote][/quote] [quote cite="<a href="http://www.ioquake.org/forums/viewtopic.php?f=12&t=91">http://www.ioquake.org/forums/viewtopic.php?f=12&t=91</a>"]Regular (id software) Quake 3 supported this, and it worked "ok" on old SMP Pentium 500 Machines back in the day. So all the SMP code in Quake 3 when the source code was released was designed to improve the game on ancient hardware. On modern hardware the built-in SMP support on the id software Quake 3 gives little benefit to, none, or degrades, performance.[/quote][/quote]