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News for Tue, 10 Aug 2004 23:05:37 +0000

Low-end RADEON tweak guide and new Carmack interview

by Wester | Permalink

Over at Digital Elements, they have a low-end RADEON (E.G, RADEON 8500, 9000, 9200 etc) tweak guide for DOOM 3 regarding performance with benchmark results and what not. Here's a slice:
"First I want to go over settings enabled in the ATI drivers for OpenGL graphics settings. In the screen below you will see six sliders, we will only be messing with two in this part and the rest should be left as in the image. The Texture Preference & MipMap Detail Level affects the quality of the textures in your gaming ranging from High Performance, Performance, Quality, & High Quality. Having the sliders more to the right increases your image quality at the cost of your frame rate while moving them to the left increases your frame-rate at the cost of image quality."

And over at Beyond3D, they have a new interview up with John Carmack of id Software on DOOM 3 regarding a technical stand point with many questions, here's a snoop:
"B3D: Okay, timedemo only tests graphics rendering and ignores AI and physics. Even with a high-end CPU system, I have found that timedemo is still very CPU-dependent. In demos with many monsters and/or large/complex monsters, I will have to assume this CPU-dependency in timedemos is a result of CPU skinning (since AI and physics are ignored in timedemo). Correct?

JC: CPU skinning, shadow generation, and tangent space reconstruction are the parts of Doom that take up significant time in timedemos, but there is a lot of driver overhead as well.

'r_skipRenderContext 1' will unbind the gl context, so all driver calls become null functions. You can have some timings activated, then enable this, then disable it so things draw again, and compare to see how much time is spent in the driver, assuming the scene is not hardware limited."


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