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Quake – 30th Anniversary Update

slayersclub.bethesda.net

211–217 of 217 posts

Re: Quake – 30th Anniversary Update

#211
post #90

Memories, many memories. I remember the endless nights playing Quake on dial-up, 190 ms ping, listening to Nirvana. There are still people playing on some servers, and the challenge is higher than ever. Although I still have the reflexes, the tics, and I know the maps and respawn times, I had a very hard time fitting into the games. I imagine that for someone starting today, it must be impossible to face 30 years of…

I have introduced my son to online Quake III servers where people still play regularly. The Quad Damage voiceover is still cool as hell.

M-M-M-M-Monsterkill-kill-kill! Different game, but I still can hear that sound playing in my head.

Re: Quake – 30th Anniversary Update

#212
post #69

I had to stop playing online FPS's because the cheating got so bad. I really miss the days of COD/MW2, that was kind of peak for me. I had been playing since Doom on modems... but never saw the cheating so bad. Instant spawn, headshot, nuke. I don't have a PC anymore so most of the top tier FPS games I can't play anyway since they require kernel level anti-cheat.

The dichotomy of man: you complain about the cheating but you also complain about the solution (like it or not, kernel anti cheat works).

Re: Quake – 30th Anniversary Update

#213
post #172

Earlier quoted context omitted.

Quake was notorious for being the first major game to require a powerful FPU. Michael Abrash manually tuned the rasterization code to fit the Pentium pipeline, any other CPU didn't cut it.

IIRC it came down to something crazy simple, like, using the FPU registers to bit-blit was the fastest way, but only on the genuine Intel Pentium.

Exactly. I remember schoolmates with AMD K6 (which had exceptionally weak FPU) having to purchase atleast the cheapest OpenGL GPU like Rendition Verite V1000 to play with decent FPS, while guys with 166MMX could play it software rendered.

Re: Quake – 30th Anniversary Update

#214

Earlier quoted context omitted.

Quake was notorious for being the first major game to require a powerful FPU. Michael Abrash manually tuned the rasterization code to fit the Pentium pipeline, any other CPU didn't cut it.

I recall we got it running pretty decently on an upper end 486 (DX4 100). That, and Winamp. Good times.

Memory has tencency to bend reality for better.

Every room with torches was max 9FPS on 320x200 on DX2 OCed to 3x50MHz, literally 50% performance over your PC. Turnig off all objects through console made torches vanished and FPS doubled.

Re: Quake – 30th Anniversary Update

#216
post #146

Earlier quoted context omitted.

Oh yes. I remember first playing Quake on a 486 and not liking it, because it felt like I was moving in a heavy sluggish tank, and later playing it on a Pentium, and loving it for the agile movement. The difference was huge!

So many modern games have such a clunky movement in comparison.

Till this day, there's literally no game with such smooth movement as had Quakeworld or Q3A CPMA/Defrag.

They've literally reinvented "platformer speedrunning" to a whole different level.

Re: Quake – 30th Anniversary Update

#217
post #214

Earlier quoted context omitted.

I recall we got it running pretty decently on an upper end 486 (DX4 100). That, and Winamp. Good times.

Memory has tencency to bend reality for better. Every room with torches was max 9FPS on 320x200 on DX2 OCed to 3x50MHz, literally 50% performance over your PC. Turnig off all objects through console made torches vanished and FPS doubled.

My OCed DX4 got around 15fps, but I agree my memory of what was deemed “playable” back then probably wouldn’t stand today.
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