20% performance hit when I enable SMP in Quake3
#1
Posted 18 June 2000 - 12:19 AM
My settings are
1024x768x16 (FSAA) on Nvidia Driver 5.22 (detonator 2)
Geforce DDR
Even I successfully make Quake 3 Arena run, the possibility of it running is very small. I manage to get to the white screen, and it freeze, I need to shut it down and run again multiple time before it will actually run. I don't know what setting I have missed out. But seems like nobody have ever mentioned about this problem before anywhere else. Care to help?
#2
Posted 18 June 2000 - 07:20 PM
:}
#3
Posted 20 June 2000 - 12:46 PM
I have a BP6 and a Dual celleron.
If i activate smp and start again there are often Errors like this freezing in the white screen or when the id movie is playing.
I think when using the 3.84 detonators it was better... maybe try them...
#4
Posted 20 June 2000 - 09:37 PM
So far, I haven't have any problem with all the official or beta driver on uniprocessor, but I am very upset about the SMP support and the performance was bad.
#5
Posted 21 June 2000 - 11:35 PM
Here is how you fix that DAMN white screen lockup!
You MUST play quake3 in SMP mode in REALTIME.
The easiest way to do this, is modify the shortcut on the desktop to read this!
cmd.exe /c start /realtime /max e:\Games2k\Quake3\quake3.exe
Change the "e:\games2k\quake3" to where your quake directory is...
I have not had a lockup with this enable.
Gamespy wont let this command work, or pass the server settings to it. I currently just run the shortcut, and go into multiplayer and connect through there. Pain in the !ss I know, but SMP works great, adds 20 -30 more FPS, 1024 and under that is.
#6
Posted 22 June 2000 - 04:33 AM
However, I now get the same huge frame drop that was mentioned above, so back to SMP 0 for me...weird.
I am using Geforce DDR on Nvidia 5.25 drivers. Which ones are you using?
I have AGP 2X, SB enabled...
:}
#7
Posted 22 June 2000 - 12:55 PM
So what should I do now?
#8
Posted 23 June 2000 - 03:32 AM
Also v5.25 has been MUCH better under Win2k. IRQL BSODs have seemingly disappeared. I still have a regular KMODE crash and an occasional BAP_POOL crash but things are getting more and more stable every release.
I really have high hopes for new SBLive drivers, the final IE5.5, and final W2K SP1. I think that will make a HUGE difference.
:}
:}
#9
Posted 23 June 2000 - 09:54 AM
So we have not yet got a real solution
#11
Posted 23 June 2000 - 07:06 PM
Also, I had made some John Carmack-recommended geforce-related changes to my Q3A config file. By deleting that version and rebuilding it from the new version of Q3A v1.17, my performance has increased as well.
I still get the SMP hit, but I am leaving SMP on for now.
The saga continues,
:}
#12
Posted 23 June 2000 - 08:43 PM
However, by setting realtime, I still can't 100% able to launch Quake without a hang. Could it be I haven't have a full installation?
However, the performance hit still applies at all time. Anyone successfully break the barrier?
#13
Posted 25 June 2000 - 03:18 PM
I have successfully reinstalled into a new directory instead of the Program Files directory which solve my problem when I use the /max /realtime options. Probably because of the space between the program files.
However, the performance hit still applies. Approximately 10 fps drop from 61.0 fps
My settings are
Celeron 300A@450
Geforce DDR
1024x768x 32 Trilinear
Max out all the setting available on screen.
May I know what is your settings?
#14
Posted 27 June 2000 - 07:56 AM
Q3A(1.17) Demo 1, 1024x768 32bit colour, Billinear, Everything max out:
r_smp 0 - 63.0fps
r_smp 1 - 55.5fps (about 12% slower with SMP enabled)
My SMP 'development' box:
Dual 366 Celerons o/c to 550MHz (100FSB), Abit BP6 v1.0 (RU BIOS), 256Mb RAM, WinFast GeForce2 GTS (1x AGP, 2x = crash), 20Gb Seagate Baracuda II IDE (on HPT366 ATA66 controller), MX300, Windows 2000 Pro etc.
Note: r_smp 1 would not run at all before I downloaded the Windows 2000 updates, including the compatibilty updates from www.windowsupdate.com Since doing that AND setting AGP to 1x (using powerstrip) all 3D apps and games are 100% stable with this dual CPU setup. Amazing!
#15
Posted 27 June 2000 - 01:22 PM
r_smp 0 = 62.2 fps
r_smp 1 = 52.8 fps
Q3A(1.17) Demo 1, 1024x768 32 bit colour, trilinear, everything else max out:
r_smp 0 = 61.7 fps
r_smp 1 = 54.3 fps (Improve compared to Bilinear???)
Configuration:
Dual Cel300A@464 Mhz
Supermicro P6DGU
384 Mb SDRAM @ CAS 2
CL Geforce DDR @ AGP 2X
18.2 Gb Quantum Fireball KA
6.4 Gb Seagate Medalist Pro
Windows 2000 Pro with all Updates installed.
SB Live
Nvidia reference Driver 5.30 (W2K)
Notes: Performance degradation somewhere around 16% (or 12% if Trilinear). Slight improvement over the previous few beta. Let's hope Nvidia will continue to improve the driver and push additional 30 fps or so to SMP users. FSAA performance still sucks...
Note 2: Anyone realize that the demo actually ran faster on SMP mode on, but slow down quite a lot when rocket is in use??
[This message has been edited by slkh (edited 27 June 2000).]

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