RadQuake Final full speed?
-
- Psychotic MOD
- Posts: 915
- https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
- Joined: Wed Oct 17, 2001 7:44 pm
- Location: Ohio
- Has thanked: 0
- Been thanked: 0
- Contact:
RadQuake Final full speed?
Sorry, have not been keeping up with the DC sceen. Is Rad Quake Final full speed now?
END YOUR SLAVERY!!!
http://video.google.com/videoplay?docid ... ey+masters
http://video.google.com/videoplay?docid ... ey+masters
- -
http://files.frashii.com/~sp00nz/Doom/
===
The Official DC DOOM Homepage
http://video.google.com/videoplay?docid ... ey+masters
http://video.google.com/videoplay?docid ... ey+masters
- -
http://files.frashii.com/~sp00nz/Doom/
===
The Official DC DOOM Homepage
-
- QuakeDev Mod
- Posts: 1233
- Joined: Wed Oct 17, 2001 7:44 pm
- Location: Indpls, IN USA
- Has thanked: 0
- Been thanked: 0
- Contact:
I've still not had a chance to test it out... (the new cdi image should help with that)
but you should know that there is no 'full speed' for quake.
The original Quake models are animated at 10fps... and since there isnt any intrapolation thats the best you get for animation. But that said the higher the framerate the better. A lot of commerical FPS on consoles shoot for 30fps... so if it does that or better I guess you could call that full speed.
As for the actual numbers for RADQuake 'Final'...
could someone do some TimeDemo tests to benchmark it a bit for us?
but you should know that there is no 'full speed' for quake.
The original Quake models are animated at 10fps... and since there isnt any intrapolation thats the best you get for animation. But that said the higher the framerate the better. A lot of commerical FPS on consoles shoot for 30fps... so if it does that or better I guess you could call that full speed.
As for the actual numbers for RADQuake 'Final'...
could someone do some TimeDemo tests to benchmark it a bit for us?
My old Sig was broken. Enter the new Sig!