Re:Running Quake on an FPGA (Custom MRISC32 CPU) [video]
by hypercube33 on Wednesday January 17, 2024 @02:12PM
(#39032027)
How would mods work? That's half the fun of quake...I suppose since quakevm itself is open source maybe run that on hardware and allow software extensions.
Re:Running Quake on an FPGA (Custom MRISC32 CPU) [video]
by rbanffy on Wednesday January 17, 2024 @01:26PM
(#39031465)
> We're still a few years away from having 1khz oled (or faster) displays
Fine. We can always go with 240 fps AR with 8K HDR 180-degree FoV instead.
Re:Running Quake on an FPGA (Custom MRISC32 CPU) [video]
by shrewduser on Wednesday January 17, 2024 @02:31PM
(#39032276)
surely we could already do 1khz displays with OLED, but i assumed that the bandwidth required to meet that wouldn't be available on any of todays display outputs.
Re:Running Quake on an FPGA (Custom MRISC32 CPU) [video]
by ErneX on Wednesday January 17, 2024 @05:44PM
(#39034645)
True, LG is releasing OLED monitors this year that reach 480hz but at 1080p (240hz at 4K).
Re:Running Quake on an FPGA (Custom MRISC32 CPU) [video]
by colejohnson66 on Thursday January 18, 2024 @06:46AM
(#39040621)
Interesting that 4x the pixels only requires a halving of the refresh rate
Re:Running Quake on an FPGA (Custom MRISC32 CPU) [video]
by Snow_Falls on Thursday January 18, 2024 @09:18AM
(#39041919)
Might be due to compression of frames as its sent over the cable (called digital stream compression iirc
Re:Running Quake on an FPGA (Custom MRISC32 CPU) [video]
by beebeepka on Thursday January 18, 2024 @02:05AM
(#39038871)
I think they're going to have to adjust a lot more than just.
Let's see. Bandwidth seems to be the main problem but so far no one has shipped a 640x480bay 2khz or whatever. Who knows
If course, all that goodness would be for nothing if we don't bake a proper version of the game. It's been a while but I think Quake server tickrate is likely to be on the low side.
Quick searching confirms that. From https://speeddemosarchive.com/quake/qdq/articles/WallHug/fra...
"In normal Quake, the server framerate is controlled by a console variable called sys_ticrate. This measures the amount of time each frame should last, and its default value is 0.05 (that is, twenty frames per second.) Most server administrators don't bother to change this."
I say someone should take your idea, fix Quake 3 to run at 1khz on both the client and the server, then bake that into fpga. I would buy it