Announcement

Collapse
No announcement yet.

Linux? Irrelevant?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Linux? Irrelevant?

    I think Linux is more important than ever in the new world of Windows 10. Anyways...

    Mark V Linux Support - Both Open GL builds and WinQuake Version!

    Mark V Site | Func_Msgboard thread

    [ame]http://www.youtube.com/watch?v=hHaCgSHtg4o[/ame]

    Mark V is a conservative Quake client with optional particles effects (it's in the preference menu)

    Plus:

    1. Optional QMB particle effects
    2. Only WinQuake software renderer available for Linux -- Runs everything the GL version can. Has tons of refinement.
    3. Runs everything - Arcane Dimensions, bsp2, Nehahra,
    4. Mirror support

    [ame]http://www.youtube.com/watch?v=QkqGXiJmoTE[/ame]

    5. IPv6 Support
    6. Auto-scaling HUD
    7. Automatic underwater transparency
    8. Installs from Quaddicted/Quake Injector directly (type "install travail" in the console")
    9. The Quake window is resizable in windowed mode --- on Linux as well.

    10. r_shadows 3, volumetric shadows available in the GL version, courtesy of MH



    11. WinQuake style waterwarp available in the GL version, courtesy of MH



    12. ALT-ENTER to toggle fullscreen, copy and paste in the console, dozens of other things.

    Dozens upon dozens of other nice things (external texture support using DarkPlaces naming convention) and a huge amount of polish.

    ... For anyone interested. Also does about everything ProQuake ever did Or that JoeQuake ever did. I'm interact and share ideas/thoughts/code with the Quakespasm authors @func and have for years, so yeah similar feature compared to that engine too.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

  • #2
    Looks promising, I'll have to download it and give it a whirl.

    Comment


    • #3
      Originally posted by lennox View Post
      Looks promising, I'll have to download it and give it a whirl.
      Thanks, Lennox. Let me know!

      This is the first Linux version of the engine, I run Ubuntu Linux LTS 16.04 and I've been told by an awesome beta tester that the binaries run as-is on OpenSUSE.

      Although it is the Linux version, it is a very satisfying experience that does 99% of the refinements in the Windows version.

      It's nice and rather solid, but I know some things that would make it better and I have additional goals to enhance the experience in the future that time limitations won't let me do for a few months.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment


      • #4
        Great engine.

        However I have tried the regular Mark V executable and seem to have oddly low framerates.

        After setting host_maxfps to 400 and sitting in start.bsp, I only get around 180-300 FPS. Oddly any kind of additional particle effects or dynamic lights reduce it further, sometimes below 120 FPS.

        The dx9 executable gives me no issues.

        Any console commands I can mess with to improve framerate? My first assumption was perhaps r_novis 1 was enabled by default or the reflections were causing issues, but neither of those were the case.

        Using a 4790K with GTX 980ti so hopefully my system is not the issue.

        Also another question about mouse input / direct input. Is direct/raw input enabled by default? Or should -dinput be put in the command line?

        Comment


        • #5
          Originally posted by Lucifex View Post
          Great engine.

          However I have tried the regular Mark V executable and seem to have oddly low framerates.

          After setting host_maxfps to 400 and sitting in start.bsp, I only get around 180-300 FPS.
          In homage to original GLQuake, start.bsp has a mirror in it!

          Unfortunately, the mirror is a double world draw! So yeah, you can disable mirrors with r_mirroralpha 1.

          QMB particles are rather inefficient -- especially torches. At some point I may discuss with MH or maybe even R00k if he knows, how to increase the frames per second with QMB.

          MH is the master of very fast rendering and he and worked I together (and we had like 15-25 awesome beta-testers including Gunter of the FVF server who has a real eye for detail) to make the Mark V Windows Direct X 9 build --- which is way faster than Open GL.

          Perhaps in the round of development, I'll be speeding up the Open GL via optimizations that I know how to do, but I've had my hands busy with Linux builds, laser effects, mirrors, several innovations from MH like volumetric shadows and such.

          /Engine work is more tedious than some people would think. Believe me, sometimes its like "Ah, why does this simple task involve so much damn work and require so much time Haha".

          So yeah, I hear you!

          Also another question about mouse input / direct input. Is direct/raw input enabled by default? Or should -dinput be put in the command line?
          Right now, doesn't support DirectInput. That will change in the spring. That being said, although without DirectInput, Mark V uses more sensible mouse input than standard Quake. But integration of DirectInput/XInput is on the list.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • #6
            Good to know! r_mirroralpha is set to 1 and I was using the stock Quake particles.

            Suppose I'll stick with the dx9 build as it seems to run the best for now. Mainly using it for online play as Darkplaces (my usual engine of choice) seems far clunkier for some reason.

            I have dabbled with QuakeC here and there and also attempted to modify the DP source. Couldn't wrap my head around it whatsoever. The fact that people can actually grasp engine coding is amazing.

            cheers

            Comment


            • #7
              Originally posted by Lucifex View Post
              dx9 build as it seems to run the best for now
              DirectX is so much faster than OpenGL that -- well --- MH's DirectX 9 augmented version of Mark V is what I consider the main Windows build.

              And the plan moving forward is that while the Open GL builds on Windows will always be supported, DirectX 9 on Windows is going to be the main build.

              MH has gone out of his way to provide the speed and the complete feature set that I use.


              Originally posted by Lucifex View Post
              I have dabbled with QuakeC here and there and also attempted to modify the DP source. Couldn't wrap my head around it whatsoever. The fact that people can actually grasp engine coding is amazing
              Engine coding is tough. When I started, it was "all Greek to me" for a long while.
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #8
                I was gonna add to your Reputation meter on this forum, but apparently I need to "spread it around" to 50 or so *other* people first, and it can't be anyone whose posts I've recently approved. Tricky!

                Anyhow, it's a great engine for a great OS. Giving it a "highly recommend!"
                Last edited by gulliver-trans; 01-25-2017, 04:39 PM.

                Comment


                • #9
                  I'll give it a build at some point tonight or tomorrow and see how it runs.

                  Comment


                  • #10
                    I wonder if your OpenGL renderer moved to Vulkan if you'd see massive speed improvements like you're seeing with the DX9 renderer?

                    Comment


                    • #11
                      Originally posted by enderandrew View Post
                      I wonder if your OpenGL renderer moved to Vulkan if you'd see massive speed improvements like you're seeing with the DX9 renderer?
                      The high-end graphics cards that support Vulkan are the least likely to need help in the fps department.

                      R00k said something about 1600 fps in Mark V with his high end graphics card.

                      1600 fps is over 5 times the useful fps. In single player Quake physics in most engines is broke at around 250 fps, 72 fps is standard Quake physics.

                      In most multiplayer engines, fps in excess of perhaps 144 fps is faster than the server can use, because any true Quake server runs 72 fps.
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #12
                        regarding vulkan with nvidia, my experience is that at normal resolutions (ie: 1920*1080), vulkan runs at about half the framerate of d3d9 (1500 vs 3000 or so on my 750ti).
                        however if you're running at tiny resolutions like 320*200 then you can expect higher framerates in vulkan. maybe in time nvidia's drivers will stop sucking (they don't even support VK_PRESENT_MODE_IMMEDIATE_KHR).

                        but yeah, as baker says, if the gpu is modern enough to have vulkan drivers then you're going to get decent framerates regardless of the api used.
                        that said, complex scenes will favour vulkan, especially with weaker cpus.
                        Some Game Thing

                        Comment


                        • #13
                          Originally posted by Baker View Post
                          The high-end graphics cards that support Vulkan are the least likely to need help in the fps department.

                          R00k said something about 1600 fps in Mark V with his high end graphics card.

                          1600 fps is over 5 times the useful fps. In single player Quake physics in most engines is broke at around 250 fps, 72 fps is standard Quake physics.

                          In most multiplayer engines, fps in excess of perhaps 144 fps is faster than the server can use, because any true Quake server runs 72 fps.
                          Vulkan support goes back to GeForce 600 cards from 5 years ago. You don't need a recent/high-end card for it.

                          I'm running DarkPlaces exclusively because I love the SMC. Out of the box you can get hundreds of FPS, but by the time I turn on RT lights, install tons of HD textures, tons of particle effects, etc. I drop way back down. I think I'm getting 30-90 FPS with all the sexyness turned on and HD textures across the board. I'm not getting 1,500 FPS, and I have an overclocked GTX 970.

                          Comment


                          • #14
                            GeForce cards represent 16% of machines out there, and are the least likely to have frames per second issues.

                            The other 84% are not using Nvidia.

                            And Quake runs on anything.

                            2016 marketshare:
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment


                            • #15
                              Intel, AMD and Nvidia all offer Vulkan support on a wide variety of GPUs going back several years, which covers 100% of users.

                              https://software.intel.com/en-us/blo...ows-78110-1540

                              Comment

                              Working...
                              X