Re: Quake 3 Arena at 60 FPS
Spot on, I found a settings deep into the menus of my TV... Now on to adjust all my other sources back to this new setting!! Thanks for the help.
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Re: Quake 3 Arena at 60 FPS
What do i need to do to run it on the newest raspbian?
When i launch ./start.sh i get a permission denied.
When i add sudo i get "Command not found"
When i launch ./start.sh i get a permission denied.
When i add sudo i get "Command not found"
Re: Quake 3 Arena at 60 FPS
I had the same problem. There is not a start.sh in the newer version. Copy it from the older version and you should be up and runningSid Icarus wrote:What do i need to do to run it on the newest raspbian?
When i launch ./start.sh i get a permission denied.
When i add sudo i get "Command not found"
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Motorola Lapdock with Pi2B
Modded Rev 1.0 with pin headers at USB
http://rich1.dyndns.tv/
(RS)Allied ships old stock to reward its Customers for long wait!
Re: Quake 3 Arena at 60 FPS
I had similar issues, what I found was the Class 10 SD card I was using started to get errors when I used the Turbo mode on Raspian (it had previously worked on the normal 700mhz mode), so I tried a Class 6 card I had earmarked as a backup option and it worked perfectly.texy wrote:Anyway it stops part way through with a fatal error - GLES/gl.h: no such file or directory compilation terminated.
Texy
Worth a try.
Re: Quake 3 Arena at 60 FPS
Not tried this on the pi yet, but from years of playing it on the PC, i do remember these settings for max FPS. They might help you get some more FPS:
General GFX
r_subdivisions=999
(reduces the polygon count in curves of the maps, higher setting = more performance)
r_picmip=2-4
(basically mipmap setting, if i remember correctly 4 is best performance but textures will be non-existent)
cg_forceModel=1
(forces enemies to use your model. Less memory usage and polygon counts on the screen)
cg_forceEnemyModel "tankjr"
(forces enemies to use a specific model, this used to be the most popular due to size and sound awareness)
Network
cl_maxpackets=20
(network setting, might help local games, higher packets = more cpu usage. This also applies to solo/local games, a server is created)
snaps=20
(maximum number of 'snapshots' that you wish to receive from the server per second, This also applies to solo/local games, a server is created)
General GFX
r_subdivisions=999
(reduces the polygon count in curves of the maps, higher setting = more performance)
r_picmip=2-4
(basically mipmap setting, if i remember correctly 4 is best performance but textures will be non-existent)
cg_forceModel=1
(forces enemies to use your model. Less memory usage and polygon counts on the screen)
cg_forceEnemyModel "tankjr"
(forces enemies to use a specific model, this used to be the most popular due to size and sound awareness)
Network
cl_maxpackets=20
(network setting, might help local games, higher packets = more cpu usage. This also applies to solo/local games, a server is created)
snaps=20
(maximum number of 'snapshots' that you wish to receive from the server per second, This also applies to solo/local games, a server is created)
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Re: Quake 3 Arena at 60 FPS
999 is much too high for subdivisions. Not sure what I have in the configs, I linked, but it's more reasonable. When you have it that high, you can actually walk inside the curves on some maps. Picmip does almost nothing performance wise, you can easily leave it at 1, but 0 looks nicer, and hardly drops your fps. I didn't test force model, as I didn't think it would improve performance, and that most people on the Pi wouldn't use that feature anyway. I personally prefer keel over tank jr. :Dfourdee4d wrote:Not tried this on the pi yet, but from years of playing it on the PC, i do remember these settings for max FPS. They might help you get some more FPS:
General GFX
r_subdivisions=999
(reduces the polygon count in curves of the maps, higher setting = more performance)
r_picmip=2-4
(basically mipmap setting, if i remember correctly 4 is best performance but textures will be non-existent)
cg_forceModel=1
(forces enemies to use your model. Less memory usage and polygon counts on the screen)
cg_forceEnemyModel "tankjr"
(forces enemies to use a specific model, this used to be the most popular due to size and sound awareness)
Network
cl_maxpackets=20
(network setting, might help local games, higher packets = more cpu usage. This also applies to solo/local games, a server is created)
snaps=20
(maximum number of 'snapshots' that you wish to receive from the server per second, This also applies to solo/local games, a server is created)
I didn't mess with the network settings iirc, I'll have to reinstall and check those out, thanks. Though I can't say I think I'll see any fps improvements at all from it. Check out my config, the big things mostly have to do with render settings, not so much the graphical settings.
Re: Quake 3 Arena at 60 FPS
I am finding a few graphical glitches, nothing too terrible but I would like to try and track them down. Like the portal at the bottom of DM7 that shows the area with the plasma gun. It's showing the whole hallway, not just the piece that would be visible through the portal window in normal Quake 3. There are also some things where the 3d icons actually disappear behind a wall if you're up close to it, or your gun shows up over them. I'm not sure what causes that.
Overall I'm very impressed by my Pi. Great bang for the buck
I recorded a demo in DM7 with all of the bots added, an entire match to fraglimit 20. Then I started benchmarking like the good old days.
Group 1 mode 3 720x480, and Lilliput 669GL touchscreen monitor set to DVI mode (so that it doesn't overscan). Wish I could figure out how to get sound with the monitor in DVI mode.
All graphics settings are high except in test 6
1. No overclock: 26.9 fps
2. Modest overclock: 31.5fps
3. Medium overclock: 35.2fps
5. High overclock: 38.6fps
6. 5 + r_vertexlight 1: 45.1 fps
I was going to try a few other things, but I am still running into current limit reboots, so I'm going to find the highest overclock I can do without overvolting and then disable the current limit reboot. I have a beefy power supply that should easily do at least 2 amps.
Anyone know how to get rid of the 60 FPS cap, or the 4x AA? I don't really need AA on a screen this small...
Overall I'm very impressed by my Pi. Great bang for the buck

I recorded a demo in DM7 with all of the bots added, an entire match to fraglimit 20. Then I started benchmarking like the good old days.
Group 1 mode 3 720x480, and Lilliput 669GL touchscreen monitor set to DVI mode (so that it doesn't overscan). Wish I could figure out how to get sound with the monitor in DVI mode.
All graphics settings are high except in test 6
1. No overclock: 26.9 fps
2. Modest overclock: 31.5fps
3. Medium overclock: 35.2fps
5. High overclock: 38.6fps
6. 5 + r_vertexlight 1: 45.1 fps
I was going to try a few other things, but I am still running into current limit reboots, so I'm going to find the highest overclock I can do without overvolting and then disable the current limit reboot. I have a beefy power supply that should easily do at least 2 amps.
Anyone know how to get rid of the 60 FPS cap, or the 4x AA? I don't really need AA on a screen this small...
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Re: Quake 3 Arena at 60 FPS
This is very unlikely to be a card error. The error is because it can't find the file gl.h, so it's likely to be a compilation error. Are you running make with the correct settings? Do you have gl.h on your file system (perhaps you haven't installed all pre-requisites). I suspect you are trying to build for the wrong platform myself (so perhaps have downloaded the code from the wrong "branch" or have not specified the correct parameters), but I haven't looked at this project in a few months.eLJay wrote:I had similar issues, what I found was the Class 10 SD card I was using started to get errors when I used the Turbo mode on Raspian (it had previously worked on the normal 700mhz mode), so I tried a Class 6 card I had earmarked as a backup option and it worked perfectly.texy wrote:Anyway it stops part way through with a fatal error - GLES/gl.h: no such file or directory compilation terminated.
Texy
Worth a try.
/Dextrus
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Re: Quake 3 Arena at 60 FPS
I got Quake 3 to build on my pi, and it seems to run.. But my primary display is a Lilliput 7" USB monitor. I was hoping to get Quake to play on it, but it doesn't seem to cooperate. It pushes the graphics to the RCA port instead of showing them on the USB monitor. I used this site to help get my display set up. Does anyone know if there's a way to make Q3 play on it?
Thanks!
Thanks!
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Re: Quake 3 Arena at 60 FPS
I have looked at several of these USB displays and their access time is 30ms or worse I am not sure that Quake will look very good on these type displays and throw in that the Raspi does not give exclusive access to the USB bus to any one device.
The amount of lag of the display along with all the other USB demands might be why it is trying to push it to another more dedicated port.
The amount of lag of the display along with all the other USB demands might be why it is trying to push it to another more dedicated port.
If you are more worried about ,spelling, punctuation or grammar you have probably already missed the point so please just move on.
Re: Quake 3 Arena at 60 FPS
Strange; When running Quake 3 when it first came out, on a AMD 486DX4 @120MHz with a 3DFX Voodoo 2 graphis adaptor, and 64MB 15ns RAM (A high end system at te time) I whas abe to get 46FPS in the time demo's. How is it then that a computer like the RPi that is so much more powerfull in terms of CPU, GPU, RAM speed, and RAM size is running the same game so much slower? It should b possible to clock the ARM back to 200MHz, the GPU and core to ~100MHz, the RAM o 100MHz and still get 60FPS. What am I missing?
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Re: Quake 3 Arena at 60 FPS
That's not how computers work.DavidS wrote:Strange; When running Quake 3 when it first came out, on a AMD 486DX4 @120MHz with a 3DFX Voodoo 2 graphis adaptor, and 64MB 15ns RAM (A high end system at te time) I whas abe to get 46FPS in the time demo's. How is it then that a computer like the RPi that is so much more powerfull in terms of CPU, GPU, RAM speed, and RAM size is running the same game so much slower? It should b possible to clock the ARM back to 200MHz, the GPU and core to ~100MHz, the RAM o 100MHz and still get 60FPS. What am I missing?
Re: Quake 3 Arena at 60 FPS
I am aware of that. My point was that a 104MIPS x86 CPU with a far inferior GPU for all things that Quake 3 uses runs Quake 3 faster than a 624MIPS (Both measured by raw opcode execution times for all opcodes, then the average of he most commonly used is taken with the average of the less used weigted to the more used ) with a far superior GPU. Also RAM access speed and bus speed do make a difference.
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Re: Quake 3 Arena at 60 FPS
Pretty sure your 486 wasn't running at 1080p.DavidS wrote:Strange; When running Quake 3 when it first came out, on a AMD 486DX4 @120MHz with a 3DFX Voodoo 2 graphis adaptor, and 64MB 15ns RAM (A high end system at te time) I whas abe to get 46FPS in the time demo's. How is it then that a computer like the RPi that is so much more powerfull in terms of CPU, GPU, RAM speed, and RAM size is running the same game so much slower? It should b possible to clock the ARM back to 200MHz, the GPU and core to ~100MHz, the RAM o 100MHz and still get 60FPS. What am I missing?
Re: Quake 3 Arena at 60 FPS
You weren't running Quake 3 at 1080p with 4x MSAA (the default settings on the Pi) back then and you certainly weren't getting 60 FPS with those specs. I doubt the game would even run on that machine, perhaps you are thinking of an older game like Quake World?
Re: Quake 3 Arena at 60 FPS
Ok te screen resolution was 800x600x16BPP. Quake would run on a low end 486, Quake 2 on a 66MHz 486 and quake three on that machine. Actualy that macine whas quite fast back when Quake 3 came out. I built the fastest game system around to run quake 3 fast (and that fast game system is what is specked in my first post in this thread). Thus if that machine would not run it none of the common store baught machines would either
. Remember that the AMD 486DX4 at 120MHz outperformed the InTel Pentim P5 133MHz (the fastest InTel brand x86 chip on the market at the time).
Though I would ave a dificult time believing that you ae trying to run quake 3 at 1920x1080. 1024x768, or 1280x720 (the second for 16:9) would make more sence.

Though I would ave a dificult time believing that you ae trying to run quake 3 at 1920x1080. 1024x768, or 1280x720 (the second for 16:9) would make more sence.
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Re: Quake 3 Arena at 60 FPS
I still think you're confusing Quake 3 with an older game. Quake 3 came out at the end of 1999. It's minimum system requirements according to the box I have in front of me were a Pentium MMX at 233 Mhz and 64 MB of RAM. At the time it came I had a Celeron running at 500 Mhz with 128 MB of RAM and a Voodoo (Banshee?) card and had trouble running the game smoothly at 800x600.
Re: Quake 3 Arena at 60 FPS
So you are saying that Windoze 98 came out in 2001, because I was playing CTF in Q3A for over a year before win98. I think that you may be confusing it with unreal turnament. I still have my original id Soft Quake 3 Areana box, System requirements (from the box Sitting between my monitor and keyboard so I can read it while typing):Quake 3 came out at the end of 1999. It's minimum system requirements according to the box I have in front of me were a Pentium MMX at 233 Mhz and 64 MB of RAM. At the time it came I had a Celeron running at 500 Mhz with 128 MB of RAM and a Voodoo (Banshee?) card and had trouble running the game smoothly at 800x600.
- 100 MHz 486
MS-DOS 5.0 or later, or Windows 95 in command prompt only.
Voodoo, Voodoo Bacshee, or Voodoo II 3D Accellerator.
48MB RAM
- Windows 95
Pentium 133MHz
DirectX 3
64MB RAM
I think you must have got one of the later patched versions for DX5+Win98 as that would push the system requirements through the roof.
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Re: Quake 3 Arena at 60 FPS
For those that Are wondering, I bought Quake 3 Arena as soon s it came out for Paid Beta, and it cost $100 for the paid Beta version, id proided patches to bring it all the way up through the standard retail versions, and beyond. As stated above I stopped updating it when the new patches began to require the windows version. For me it does not make any since to run a high end game in a preemptive multiskig enviroment as that would be forcefuly taking pocessor time from the game.
I have not yet taken the time to download the RPi version becase the speeds listed are extremely slow, though I would assume that t is running on bare HW, as trying to run it under one of the Linux/BSD/QNX/Pan 9 distros would be obsurd.
I have not yet taken the time to download the RPi version becase the speeds listed are extremely slow, though I would assume that t is running on bare HW, as trying to run it under one of the Linux/BSD/QNX/Pan 9 distros would be obsurd.
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Re: Quake 3 Arena at 60 FPS
Now you're just trolling. The only beta version of Quake 3 was the one called q3test and was only released online, never as a paid boxed product. And it came out in 1999, only a few months before the release version.
Re: Quake 3 Arena at 60 FPS
NO THE RELEASE VERSION WHAS IN 1996 or 1997. I know ho to read my box.
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Re: Quake 3 Arena at 60 FPS
Due to all of the people that seem to think that Q3A has much higher system requirements than it does, last night I fired up my old AMD486DX4 120 and ran an old batch file to run a timedemo in Q3A. The result: 43FPS.
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Re: Quake 3 Arena at 60 FPS
As I said, Quake 3 was released in 1999. Quake 1 was in 1996 and Quake 2 in 1997, that's why I said earlier that you were probably mistaken and thinking about an older Quake game.DavidS wrote:NO THE RELEASE VERSION WHAS IN 1996 or 1997. I know ho to read my box.
Re: Quake 3 Arena at 60 FPS
It is ok, I kow when it was installed on my 486, I know when it was released, and I know how fast it was.
Since it seems that the Q3A fans here are more interrested in arguing about what was, rather than seeing the point of my first comment and taking the time to optimize the Q3A port on the RPi, I have been turned off of even thinking about Q3A.
ALL THAT I WATED WHAS FOR SOME ONE THAT HAS THE TIME TO DO SO TO LOOK AT THE SOURCE and find the time critical portions, optimize the algorithms in these portions with an eye on the ARMv6 and VFP instruction set with thought to the RP HW, and then rewrite these small portions in hand optimized assembly.
Though I guess that no one here has the time to do this as we all seem to be to bussy arguing about how well it rus on an AMD486DX4 120. Even having ran it last night to prove my memory to myself and getting over 40FPS on the 486: I would ask that we SPEND MORE TIME PROGRAMMING and LESS TIME IN USELESS DEBATE
I must apologize for allowing myself to contribute to the continuation of the debate.
Since it seems that the Q3A fans here are more interrested in arguing about what was, rather than seeing the point of my first comment and taking the time to optimize the Q3A port on the RPi, I have been turned off of even thinking about Q3A.
ALL THAT I WATED WHAS FOR SOME ONE THAT HAS THE TIME TO DO SO TO LOOK AT THE SOURCE and find the time critical portions, optimize the algorithms in these portions with an eye on the ARMv6 and VFP instruction set with thought to the RP HW, and then rewrite these small portions in hand optimized assembly.
Though I guess that no one here has the time to do this as we all seem to be to bussy arguing about how well it rus on an AMD486DX4 120. Even having ran it last night to prove my memory to myself and getting over 40FPS on the 486: I would ask that we SPEND MORE TIME PROGRAMMING and LESS TIME IN USELESS DEBATE
I must apologize for allowing myself to contribute to the continuation of the debate.
RPi = The best ARM based RISC OS computer around
More than 95% of posts made from RISC OS on RPi 1B/1B+ computers. Most of the rest from RISC OS on RPi 2B/3B/3B+ computers
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Re: Quake 3 Arena at 60 FPS
Seems useless to do that. Instead they should allow to turn AA off, and vsync/frame limit. That will easily give a performance boost, bigger than any hand written assembly code will do. Also instead of optimizing q3, I'd like to see a quake world. That game has a great single player, and single player mods.DavidS wrote:It is ok, I kow when it was installed on my 486, I know when it was released, and I know how fast it was.
Since it seems that the Q3A fans here are more interrested in arguing about what was, rather than seeing the point of my first comment and taking the time to optimize the Q3A port on the RPi, I have been turned off of even thinking about Q3A.
ALL THAT I WATED WHAS FOR SOME ONE THAT HAS THE TIME TO DO SO TO LOOK AT THE SOURCE and find the time critical portions, optimize the algorithms in these portions with an eye on the ARMv6 and VFP instruction set with thought to the RP HW, and then rewrite these small portions in hand optimized assembly.
Though I guess that no one here has the time to do this as we all seem to be to bussy arguing about how well it rus on an AMD486DX4 120. Even having ran it last night to prove my memory to myself and getting over 40FPS on the 486: I would ask that we SPEND MORE TIME PROGRAMMING and LESS TIME IN USELESS DEBATE
I must apologize for allowing myself to contribute to the continuation of the debate.