Infinite reality 4 Quake 3 performance
#41
RE: Infinite reality 4 Quake 3 performance
Hi Irinikus,

interesting to see IR performance on this.

Did you use the nekoware version of Quake3 ?

I did:
1. nekoware current Quake3 install
2. mounted and then tar'ed contents of PC Quake3 Anthen
3. Untar'ed on IRIX and copied contents of PC Quake3/baseq3/* into /usr/nekoware/games/quake3/baseq3

But when I start quake3 it reports error: "WARNING: pak1.pk3 is present but its checksum (880411042) is not correct. Please re-install the point release"

EDIT: Oh and I checked the CD Image by running a (virtual) PC version from it and it seems to run fine. So CD image appears to be valid.

So I am either running wrong Quake 3 version or the PC quake content is wrong.

Thanks for any tips.

Cheers from Oz,

John.
(This post was last modified: 11-11-2020, 03:46 AM by jwhat.)
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11-10-2020, 05:55 AM
#42
RE: Infinite reality 4 Quake 3 performance
Hi John,

I am using the: "neko_quake3.tardist"

Confirm that you didn't replace the three files that were present in the baseq3 directory when it was initially installed? As when you copy the game files into this directory it asks you whether you want to overwrite these files? You must keep them.

Where are you trying to launch the game from? You need to move the quake3 executable into the quake3 directory: (The "Quake3" file present in the directory is my script file which allows me to launch the game from my icon catalogue.)

[Image: 0i9JqXH.png]

Also, maybe try installing Quake3 on your PC and then tar up the q3base directory from the installed game and use that on your SGI.

I hope this helps!

Nick
(This post was last modified: 11-10-2020, 03:42 PM by Irinikus.)
Irinikus
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11-10-2020, 01:04 PM
#43
RE: Infinite reality 4 Quake 3 performance
Hi Irinikus,

thanks for responding.

I have tried what you suggested, did PC install of Q3 and then copied out the pak0.pk3 file from from that install onto IRIX machine.

here is my quake3 install:

>> cd /usr/nekoware/games/quake3
>> ls -la
>> drwxr-xr-x    4 root    sys          42 Nov 10 03:39 .
>> drwxr-xr-x    3 root    sys          19 Nov  9 21:06 ..
>> drwxr-xr-x    2 root    sys          91 Nov 10 03:41 bak
>> drwxr-xr-x    2 root    sys          75 Nov 10 03:41 baseq3
>> lrwxr-xr-x    1 root    sys          24 Nov 10 00:13 quake3 -> /usr/nekoware/bin/quake3

>> cd baseq3
>> ls -la
>> -rwxrwxr-x    1 root    sys          501856 Nov  9 21:09 cgamemips.so
>> -rw-r--r--    1 root    sys      479493658 Nov 10 03:36 pak0.pk3
>> -r-xr-xr-x    1 root    sys              38 Nov  9 22:01 q3config.cfg
>> -rwxrwxr-x    1 root    sys          486356 Nov  9 21:09 uimips.so

>> sum pak0.pk3
>> 40325 936512 pak0.pk3

I have done two PC installs (different CDs) and straight CD copy and the "pak0.pk3" file is the same for all of these... (confirmed via "diff" on the binary file)
I have moved the "pak1.pk3" file out of the baseq3 directory as it was resulting in the checksum error
I put symlink to quake3 binary rather than copy it but in any case the startup shows that it is looking in ~/.qa3/baseq3 & /usr/nekoware/games/quake3/baseq3 for the game files

On moving out the pak1.pk3 file I now get an error: "Point Release files are missing. Please re-install the 1.32 point release."

Could you you please do an "ls -la" and "sum" on your baseq3 directory and pak0.pk3 file.

Thank you.

Cheers from oz,


John.
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11-11-2020, 03:31 AM
#44
RE: Infinite reality 4 Quake 3 performance
If you haven't, you need to use the entire contents of the baseq3 directory installed on your PC on your IRIX machine!

A symbolic link won't work with the quake3 binary! Make a copy of it and move it to the game directory!

[Image: fsmmUYw.png]

Here's the "sum" on my pak0.pk3 file:

[Image: iJEZlpn.png]
(This post was last modified: 11-11-2020, 09:10 PM by Irinikus.)
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11-11-2020, 06:16 AM
#45
RE: Infinite reality 4 Quake 3 performance
Hi Irinikus,

many thanks again.

We have the same pak0.pk3 (these are just zip files with different suffix) which is what I got from the PC install.

But you have a whole bunch of other pk3 packs (1-9) which were not part of my install.

Did all these come from you PC install ?

I see you also have the Windows DLL's I am wondering if the runtime is also looking for those even though they are not required for MIPS/IRIX which has .so equivalents.

Cheers from Oz,


John.
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11-11-2020, 11:55 PM
#46
RE: Infinite reality 4 Quake 3 performance
If you have an FTP I can send the game files to you, as I already have them in a .tar format.

What we really need is a central place where all of our files can be safely hosted! It would certainly make things easier for everyone!!!!
(This post was last modified: 11-12-2020, 08:37 PM by Irinikus.)
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11-12-2020, 08:34 PM
#47
RE: Infinite reality 4 Quake 3 performance
(11-12-2020, 08:34 PM)Irinikus Wrote:  If you have an FTP I can send the game files to you, as I already have them in a .tar format.

What we really need is a central place where all of our files can be safely hosted! It would certainly make things easier for everyone!!!!

Thanks I will send PM once I have FTP setup.

BTW I got the same IRIX SW as you via the Nekochan "beta" files archive here.

Cheers from Oz,


John.
(This post was last modified: 11-14-2020, 08:58 PM by jwhat.)
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11-14-2020, 12:04 AM
#48
RE: Infinite reality 4 Quake 3 performance
We are working on things, just defaultrouteuk and I are both having issues.

I'm the system admin of this site. Private security technician, licensed locksmith, hack of a c developer and vintage computer enthusiast. 

https://contrib.irixnet.org/raion/ -- contributions and pieces that I'm working on currently. 

https://codeberg.org/SolusRaion -- Code repos I control

Technical problems should be sent my way.
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11-14-2020, 05:24 AM
#49
RE: Infinite reality 4 Quake 3 performance
(11-12-2020, 08:34 PM)Irinikus Wrote:  If you have an FTP I can send the game files to you, as I already have them in a .tar format.

What we really need is a central place where all of our files can be safely hosted! It would certainly make things easier for everyone!!!!

Hi Irinikus,

I have not found what the exact cause of problem is, but quake3 is now running ok.

Thank you for providing fix.

Here are some summary results (same graphics setting as your test).

Fuel with 600 MHz / 3 GB RAM / V12 @ 1280x1024

Quake 3 - 1.35 (nekoware current) : 1260 frames 53.9 seconds 23.4 fps 19.0/42.7/82.0/8.4 ms
Quake 3 - 1.36 (nekoware beta): 1260 frames 53.9 seconds 23.4 fps 20.0/42.8/83.0/8.4 ms

Octane2 with 2 x 600 MHz / 8 GB RAM / V12 with DCD @ 1280x1024

Quake 3 - 1.35 (nekoware current): 1260 frames 70.1 seconds 18.0 fps 30.0/55.6/112.0/11/8 ms

So for Quake3 the Nekoware Current & Beta version both worked and delivered same FPS.
And Fuel with single 600 MHz performed better then Octane2 with 2 x 600 MHz (both with V12).
I am wondering if the DCD factors into this as it impacts the amount of texture memory available.
NOTE: To run the Quake 3 - 1.36 (Nekoware Beta) version I had to copy the /usr/nekoware/bin/quake3 executable into the /usr/nekoware/games/quake3 directory as per Nick's guidance, as this does not have the "/usr/nekoware/games/quake3" search path compiled into binary.

I also run Quake 2 test using the the version down loaded from irix Network archive.
Using same configuration as per Ian's benchmarks @ SGI DEPOT

setenv DECOUPLE_SWAPBUF y
timedemo 1
map demo1.dm2


Fuel @ 1280x1024
689 frames, 14.5 seconds: 47.6 fps

Octane2 @ 1280x1024
689 frames, 14.3 seconds: 48.3 fps

So for Quake 2 the Octane2 was little bit faster than Fuel... and my 600 MHz machine posted similar result to Ian's 900 MHz Fuel.
This could due to V12 fill rate being key factor as Ian points out not CPU performance.

I also ran the Quake 3 demo on O350 but results were funny so will redo later.

Happy SGI gaming.

Cheers from Oz,


John.
(This post was last modified: 11-16-2020, 02:41 AM by jwhat.)
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11-16-2020, 02:22 AM
#50
RE: Infinite reality 4 Quake 3 performance
Hi Irinikus,

and here are some additional results from O350 with V12 (Onyx 350 Infinite Performance):

Quake 2 (Q2) & Quake 3 (Q3)

For Q2:
setenv DECOUPLE_SWAPBUF y
timedemo 1
map demo1.dm2

For Q3:
\timedemo 1
\demo four

O350 with 4 x 800 MHz / 8 GB RAM / V12 @ 1280x1024

Q2: 689 frames, 19.0 seconds: 36.3 fps

O350 with 4 x 800 MHz + 4 x 700 HHz / 16 GB RAM / V12 @ 1280x1024

Q2: 689 frames, 13.9 seconds: 49.7 fps
Q3: 1260 frames 48.0 seconds 26.2 fps 18.0/38.1/76.0/8.7 ms

O350 with 4 x 800 MHz + 4 x 700 HHz + 4 x 1 GHz / 24 GB RAM / V12 @ 1280x1024

Q2: 689 frames, 15.8 seconds: 43.6 fps
Q3:1260 frames 49.6 seconds 25.5 fps 19.0/39.4/82.0/9.0 ms

So this shows that throwing extra CPU at the problem does not improve the performance and in fact it reduced the fps result. Consistent with view that performance is driven by graphics fill rate.

The results shows the grunt that your IR graphics has for handling the OpenGL rendering.

I might run Q3 on my old MacPro with Nvidia card and see how it performs out of curiosity.

Cheers from Oz,


John.
(This post was last modified: 11-18-2020, 06:37 AM by jwhat.)
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11-18-2020, 06:30 AM


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