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Joined: Fri Jul 27, 2012 1:58 pm

Doom 3 OpenGL ES2

Thu Aug 16, 2012 1:31 pm

Apparently, someone has been working to port the opensource code of Doom3 to OpenGL ES and also got it working on Android: http://omcfadde.blogspot.fi/. I am going to see if it will build at all on my Raspbian install when I get home. Has anyone else seen this or tried to get it to build?

Even if it does build/run, I doubt it will be anything more than a slideshow (seconds per frame, not frames per second) since Doom3 was very cpu heavy on x86. But its still interesting to see what the RPi can do and if the Broadcom GPU will be of any assistance.

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Re: Doom 3 OpenGL ES2

Thu Aug 16, 2012 3:41 pm

I'll give it a shot and see what happens.
My blog of various geeky things - http://blog.sheasilverman.com
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Re: Doom 3 OpenGL ES2

Fri Jan 18, 2013 4:41 am

In theory the RPi should be able to handle Doom 3 CPU wise fairly well based on passmark
Intel Pentium 4 1.50GHz which is Doom 3 minimum req. scores 174
Intel Pentium 4 2.40GHz which was the recommended scores 251

Samsung Galaxy Ace used a
832 MHz Broadcom BCM21553 ARMv6 processor (GT-S5830i) and scores a 615
Android Passmark is slower in general since it's Java based but there should be ample juice in the CPU to run Doom 3 if someone ported it, the problem is any port would probably need a fair amount of optimization for ARM but in theory it should be doable.

Question is if anyone want to spend the time porting the code to OGLES2.0 and ARM11, but if they did the RPi should run it pretty good.

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