What are the current quake 4 issues?
What are the current quake 4 issues?
From what I've been reading in here the past couple days, I've noticed the following issues:
-slow-down to 10fps when there are 5 players present (3200+, 2gig ram, 7800GT)
-60fps cap, 60hz display refresh cap (multiplayer only?)
-annoying footsteps
Therefore, since buying Quake 4 would mean that I'll have to get a whole new computer, I will wait until these issues are fixed and that the game runs well (like Quake 3 runs on my current computer) on a computer that costs around $1000 CAD (~$850 USD).
Anyone have anything to add to this?
-slow-down to 10fps when there are 5 players present (3200+, 2gig ram, 7800GT)
-60fps cap, 60hz display refresh cap (multiplayer only?)
-annoying footsteps
Therefore, since buying Quake 4 would mean that I'll have to get a whole new computer, I will wait until these issues are fixed and that the game runs well (like Quake 3 runs on my current computer) on a computer that costs around $1000 CAD (~$850 USD).
Anyone have anything to add to this?
Re: What are the current quake 4 issues?
This isnt A crap ass EA Game like crap ass BF2ToxicBug wrote:From what I've been reading in here the past couple days, I've noticed the following issues:
-slow-down to 10fps when there are 5 players present (3200+, 2gig ram, 7800GT)
-60fps cap, 60hz display refresh cap (multiplayer only?)
-annoying footsteps
Therefore, since buying Quake 4 would mean that I'll have to get a whole new computer, I will wait until these issues are fixed and that the game runs well (like Quake 3 runs on my current computer) on a computer that costs around $1000 CAD (~$850 USD).
Anyone have anything to add to this?
The silly foot steps arent going anywhere
Im running a gig of ddr 266 . amd xp2400 and a gf6800gt
the game runs great . CRT or LCD with a 60 fps max you should run it fine.
Personally Id say if you have a comp setup in that range or greater
You would be missing out on a good game if you chose to wait.
One thing I found that helped out today in MP was the following
seta image_downSizeLimit "1024"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "1024"
seta image_downSizeSpecularLimit "1024"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
And an Fov change
seta g_fov "120" (default 90)
Now if I can only get rid of that Sky
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Re: What are the current quake 4 issues?
As I understand it, the downSizeLimit is the size of the texture file dimensions that the game will use to increase performance, but if you are putting the limit at 1024 then it will continue to use the high detail textures at all times.-xXx-MoFo wrote: seta image_downSizeLimit "1024"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "1024"
seta image_downSizeSpecularLimit "1024"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
If you look at the tweaked configs ppl have posted, they use much smaller numbers like 64 or even 16 for these values. I don't think that setup you have is going to get you any better performance.
Got this from tweakguides site
I guess lowering the numbers could improve performance
According to this .I bolded the area that speaks of lowering.
[Downsizing Tweaks]
The following values control the largest size allowed (in pixels) for textures, lighting and render maps. If downsampling is not enabled, these values make no difference. However if downsampling is enabled, changing the limit values can improve performance by restricting the size of texture, light and render maps. The common values are 256 for 64MB graphics cards, 512 for 128MB graphics cards and 1024 for 256MB graphics cards. You can try lower values for your graphics card to see if loading times and in-game pauses are improved, and judge whether your image quality has fallen or not. Typically smaller sample size limits will result in more pixelated textures and less detailed lighting as textures and lightmaps are resized from their original resolutions to smaller ones.
image_downSizeLimit [pixels] - This setting controls the diffuse light map downsample limit - the largest size in pixels for the diffuse light map. Use 256 for graphics cards with 64MB of Video RAM, 512 for 128MB VRAM and 1024 for 256MB VRAM or above.
image_downSize [0,1] - If set to 1, this puts into effect the downSizeLimit value specified above. If set to 0, textures are displayed at full resolution for highest image quality but lower performance.
image_downSizeBumpLimit [pixels] - This setting controls the bump map texture downsample limit. Use 256 for graphics cards with 64MB of Video RAM, 512 for 128MB VRAM and 1024 for 256MB VRAM or above.
image_downSizeBump [0,1] - If set to 1, this puts into effect the downSizeBumpLimit value specified above. If set to 0, bump mapping on textures are displayed at full resolution for highest image quality but lower performance.
image_downSizeSpecularLimit [pixels] - This setting controls the specular lighting light map downsample limit. Use 256 for graphics cards with 64MB of Video RAM, 512 for 128MB VRAM and 1024 for 256MB VRAM or above.
image_downSizeSpecular [0,1] - If set to 1, this puts into effect the downSizeSpecularLimit value specified above. If set to 0, surface effects on textures are displayed at full resolution for highest image quality but lower performance.
I guess lowering the numbers could improve performance
According to this .I bolded the area that speaks of lowering.
[Downsizing Tweaks]
The following values control the largest size allowed (in pixels) for textures, lighting and render maps. If downsampling is not enabled, these values make no difference. However if downsampling is enabled, changing the limit values can improve performance by restricting the size of texture, light and render maps. The common values are 256 for 64MB graphics cards, 512 for 128MB graphics cards and 1024 for 256MB graphics cards. You can try lower values for your graphics card to see if loading times and in-game pauses are improved, and judge whether your image quality has fallen or not. Typically smaller sample size limits will result in more pixelated textures and less detailed lighting as textures and lightmaps are resized from their original resolutions to smaller ones.
image_downSizeLimit [pixels] - This setting controls the diffuse light map downsample limit - the largest size in pixels for the diffuse light map. Use 256 for graphics cards with 64MB of Video RAM, 512 for 128MB VRAM and 1024 for 256MB VRAM or above.
image_downSize [0,1] - If set to 1, this puts into effect the downSizeLimit value specified above. If set to 0, textures are displayed at full resolution for highest image quality but lower performance.
image_downSizeBumpLimit [pixels] - This setting controls the bump map texture downsample limit. Use 256 for graphics cards with 64MB of Video RAM, 512 for 128MB VRAM and 1024 for 256MB VRAM or above.
image_downSizeBump [0,1] - If set to 1, this puts into effect the downSizeBumpLimit value specified above. If set to 0, bump mapping on textures are displayed at full resolution for highest image quality but lower performance.
image_downSizeSpecularLimit [pixels] - This setting controls the specular lighting light map downsample limit. Use 256 for graphics cards with 64MB of Video RAM, 512 for 128MB VRAM and 1024 for 256MB VRAM or above.
image_downSizeSpecular [0,1] - If set to 1, this puts into effect the downSizeSpecularLimit value specified above. If set to 0, surface effects on textures are displayed at full resolution for highest image quality but lower performance.
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My problems/wants with the game:
MG sound is annoying as hell.
Want an option to force ctf colored opponents.
Be able to walk around a map in Tourney mode until someone gets in.
No pro-q3dm6
Bobbing guns/head
Nailgun on q4dm1 in tourney
Capped 60 fps.
Different sounds for each character.
Taunt sound
More announcer stuff like: "You lost the lead" , "You are tied for the lead" etc.. those are gone.. which is sad.
thats about it..
MG sound is annoying as hell.
Want an option to force ctf colored opponents.
Be able to walk around a map in Tourney mode until someone gets in.
No pro-q3dm6
Bobbing guns/head
Nailgun on q4dm1 in tourney
Capped 60 fps.
Different sounds for each character.
Taunt sound
More announcer stuff like: "You lost the lead" , "You are tied for the lead" etc.. those are gone.. which is sad.
thats about it..
Was asked by Oeloe to post this here:
Anyone kow the command to draw the time while playing. Gotta time those ra's ! :-)
Also, how do u get your in game browser sorting to stick, seems to reset every time to unsorted?
I do like the ability to sort by 3 different means such as ping, dm, pb but man it won't stick.
Anyone kow the command to draw the time while playing. Gotta time those ra's ! :-)
Also, how do u get your in game browser sorting to stick, seems to reset every time to unsorted?
I do like the ability to sort by 3 different means such as ping, dm, pb but man it won't stick.
[color=Green]I Root 4 Chaos ![/color]
No problems in that area. Just informs me its full, passworded etc etc and I choose another. Op Ck Good.[TJD]Rico wrote:The in-game browser is as rubbish as they always are. If I try and join a full server, or a server that needs a password, Q4 stops accepting mouse and keyboard input, and I have to ctrl+alt+del and kill it with Task Manager. Brilliantly thought out.
[color=Green]I Root 4 Chaos ![/color]
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Exactly.. none of those are in tourneyFoo wrote:I'm positive I've heard 'you are tied for the lead' in an FFA match, but not in that tourney we played earlier reef...
"you are tied for the lead"
"you lost the lead"
really miss 'em..
gg btw, just wokde up.. i did win one out of 3, not bad for a "pro" player eeh..eeh? :icon32:
"COMBO KILL" is nice 
imo, its very annoying you cannot quickly jump up stairs, for example @ over the edge.
also, i've been playing some ctf for about an hour. The powerups are kinda lame, they seem not to go away after a certain period of time. Half of the game i was walking with regeneration (whatever thats called in q4), fraggin peeps and doing flagruns.
For the rest ctf was nice, at least on that map it was (death before dishonor). But its a bitch when facing multiple enemies with my sucky vidcard.

imo, its very annoying you cannot quickly jump up stairs, for example @ over the edge.
also, i've been playing some ctf for about an hour. The powerups are kinda lame, they seem not to go away after a certain period of time. Half of the game i was walking with regeneration (whatever thats called in q4), fraggin peeps and doing flagruns.
For the rest ctf was nice, at least on that map it was (death before dishonor). But its a bitch when facing multiple enemies with my sucky vidcard.