geforce4 46000 low fps in counter strike

reptile123

Newcomer
i tried a few drivers and none helped to solve the fps drop i get.
when there is no players i get 99 fps and in the battle
its drop to 60.
why i can't get 99 fps stable ?
i have pentium 4 1.6, and also when i overclock it to 2.4 the fps continue to be unstable.
what i need to do in order to get stable fps 99?
 
Hold overs from Quake technology

Half-life is ancient technology. It wastes a lot of CPU power on those fancy skeletal animated models and tries too hard to reduce overdraw. I'm pretty sure the visibility system is one part of the original Quake engine that has stuck with Half-life despite Valve's upgrades to the engine. Unreal is the same way, which is why it seems to CPU limited, even at very high resolutions.

Quake 2 and Quake 3 spend less time trying to reduce overdraw because video cards are so powerful it doesn't matter. The original Quake was designed before 3D cards were widely used.

I get no loss of FPS going from no FSAA to 4x FSAA on my Geforce 3, except when standing in the middle of smoke grenades. It's not your video card.
 
um...

Half-life was built on top of teh Quake 2 engine. not the Quake 1 engine. Also that "fancy skeletal animation" system is used by everyone today and Valves is quite advanced. It is not the limiting factor.
 
Uh, no...

Half-Life is largely based on the original Quake 1 engine, NOT Quake 2. Ask anyone who's modded for it. It does contain a very marginal amount of Quake 2 code (largely in lighting, as I understand it), but Half-Life is mostly Quake 1 code. Look it up.
 
Ug. And if it hasn't been beaten to death enough...

Half-life started on the Quake 1 engine. Valve ported some Quake 2-like features to the "Half-life engine" like individual palettized textures (Quake 1 had one palette for all textures), radiosity lighting (purely a compile tool upgrade, direct only is a still a compile tool option), and probably a few other minor things.

My theory is the visibility system was never upgraded, and thats why HL slows to a crawl when the world polygon count (commonly, r_speeds) goes above 800-1000, regardless of how powerful your computer is, but newer engines like Q3 can handle 2,000-10,000 world polygons and still run at 167fps.

As for the models, 8 moving counter-strike models brings my older Pentium3 700 system down to about 35fps, from 99fps. It will still bring my 1.33ghz Athlon system down to around 70. Say whatever you want about their models, they take a LOT of CPU power in numbers. And who says Valve is using the exact same code as other games with skeletal animation? Or that the Half-life engine can handle it well? I'm just pointing the finger, and I don't think I'm off base as far as what I'm choosing to blame. It's not trollop's system, because it happens on every other system I've ever seen play CS.
 
Shhh!
You aren't supposed to speak about games people actually play around here.
Only games that use advanced 3D rendering features.
Such as Aquanox.

That CS, EQ and the rest is what people actually use their fancy hardware for is an embarrassment that is not to be mentioned. ;)

Entropy
 
ehe

Actually, it's been shown by some very dedicated mappers (Lunaran comes to mind) that Q3 can have over 25,000 world-polies on screen at once and still maintain playable framerates on modern hardware. 'tis impressive, if you ask me. I remember one map by...someone, called "Radiator", which averaged 16,000 polies per scene. People kept asking the mapper, "Is that Doom 3?" ^_^
 
you forget about frustrum view culling

JC used frustrum view culling before it went to the renderer to minimize overdraw
HL is very cpu intensive due to its animations and its physics model
 
what you guys cant get 99fsp solid?
ive seen ppl with Geforce2mx400's that get 99fps solid at 800x600 and only moves when ppl throw smoke(which is rare)
very strange
 
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