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Optimized .exe; builds of ioq3 engine Rate Topic: ***** 17 Votes

With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..

#991 User is offline   mitsubishi Icon

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Posted 06 August 2010 - 03:08 PM

Yeah, that's an interesting observation; it does make cl_maxpackets more manageable too (it could potentially make it able to use any cl_maxpackets (below threashold) too but that might be a wider undertaking since time for the packets themselves may have to be kept by the engine in microseconds).

I noticed microGranularity makes FPS indeed more stable when I try it on baseq3's cg_drawfps (urt's cg_ meter is a bit 'blunt' since it appears to be using server's time which is a bad idea according to latest baseq3 code comments since it doesn't compensate for server correction on timings, and this is about a client benchmark; it also makes /timescale not work on it properly).

cl_drawfps on ioq3-urt is a bit finer since it calculates each frame separately (cg_ ones use a short buffer) and now uses microseconds when micro granularity is on.
I now try to understand fully why it shows [throttling at] slightly lower fps on micro granularity, but that might be normal since also cg_ meter from baseq3 does the same occasionally.

--

View Postblizakster, on 05 August 2010 - 05:03 AM, said:

Is there a guide on the /sysexec function ? If not, Is it possible to run a php script from within the q3ut4 folder with the /sysexec function ?

It's very basic. "The way /sysexec works on Windows is with some acrobatics using CreateProcess() to avoid the new program stealing focus. For non-Windows it assumes system() will be enough by letting the user use some userland magic to avoid such stealing of focus. It is generally a raw method - especially on Unix - that may need proper care on what is being fed to it. e.g. Winamp (initial launching) or even ioq3 itself (a new instance of it) will steal focus from it by force even if they are instructed not to. This can be considered 'normal'. On non-windows it may require a shell method that exits right after execution, since system() itself halts the program until exit. Theoretically, even windows can be left requiring a userland program doing any focusing/unfocusing business but it allowed some handholding."

It executes what can be executed normally if it's given something in the path of the client or using full path on the command.

This post has been edited by mitsubishi: 06 August 2010 - 03:38 PM


#992 User is offline   onemoar Icon

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Posted 07 August 2010 - 03:27 AM

can you change it so cl_packetdup can be set to 0

as its just resending whats already sent the server should not care if its enable at all and would cut down on network spam

#993 User is offline   mitsubishi Icon

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Posted 07 August 2010 - 05:08 AM

That's forced by the mod/game (UrT). I don't override what the mod/game does even if it's possible as a 'polite policy' [*].

The client itself does not have the limitation (e.g. it can be set to 0 on baseq3).

[*] In cases, it unlevels the playground aggressively, e.g. UrT's max packets/s limitation.

This post has been edited by mitsubishi: 07 August 2010 - 06:59 AM


#994 User is offline   mitsubishi Icon

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Posted 07 August 2010 - 08:42 AM

ah look at that,

Posted Image

silly me, the integers were rounded up too bluntly; floats are much more precise.

coupled with microsecond precision, this makes extremely fine results.

files updated.
--
now also with floating point interval.

This post has been edited by mitsubishi: 07 August 2010 - 03:47 PM


#995 User is offline   mitsubishi Icon

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Posted 07 August 2010 - 06:36 PM

Motion Blur.

/r_motionblur 1
/r_motionblurStrength to tune the strength of the effect (up to 0.99)

It's relatively basic but it works.

--

It doesn't seem to be very applicable on low frames/s but hopefully, a trick might come up.
nah, it's good on low FPS, well, not as good as on 125FPS of course.
--
It's so basic that it even applies on UI.
--
simple example.mp4 [4.3M] ('Strength' 0.9, 25FPS; it feels much better when playing on high FPS though probably not very good for 'competitiveness')
--
It can be tuned on the fly.

This post has been edited by mitsubishi: 08 August 2010 - 12:34 AM


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#996 User is offline   YAY5637 Icon

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Posted 08 August 2010 - 04:04 PM

omg xDD motion blur feels like drugs O.o HAHA :o ;P xD

thats why you shouldnt drive a car with drugs...

#997 User is offline   mitsubishi Icon

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Posted 08 August 2010 - 04:16 PM

Ye it's like 'simulate being drunk':P

#998 User is offline   Nexu Icon

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Posted 08 August 2010 - 04:27 PM

View Postmitsubishi, on 07 August 2010 - 06:36 PM, said:

It's so basic that it even applies on UI.

That's the part i'm not very happy with. But i guess it could serve well on HUD-less/text-less footages.
If only we can get that to work with z-mask calculated into it: (far) distance objects shouldn't get as much blurred as close range objects.

PS = still doesn't work even with a fresh install! you sure you included all the files?

This post has been edited by Nexu: 08 August 2010 - 04:33 PM


#999 User is offline   mitsubishi Icon

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Posted 08 August 2010 - 04:59 PM

What is the file you're downloading and what is your card?
--
do /r_motionBlur and r_motionBlurStrength appear on a new config and say the default are 0 and 0.9?

This post has been edited by mitsubishi: 08 August 2010 - 05:04 PM


#1000 User is offline   YAY5637 Icon

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Posted 08 August 2010 - 05:17 PM

wow 1000 post in your threat, very nice!
Go on with that project!

This post has been edited by YAY5637: 08 August 2010 - 05:18 PM


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