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Forum Home > Quake 3 General Discussion > Has ioquake3 reached its full potential?
coffeenetPM
#1
Has ioquake3 reached its full potential?
Jun 04, 2012 6:45 AM
Joined: Jun 2012
Posts: 1
Hi,
If ioquake3 had more CPU space, by lowering its computation requirements.
Are there CPU hungry additions that can be done that would benefit from this additional CPU space?
I asked this in somewhere else, and I got moving the graphics away from vertex array to more advanced graphical rendering methods.
But, I was told that it was a VERY difficult task to implements.

Does anyone have any suggestions? (preferably other than graphics)

For example(just an example),
The simplest example would be with more CPU power, you can have more players; thus more possibilities for more advanced and exciting Game-modes.

Another example,
With less CPU requirements, you can port the Game to be a mobile phone Game.

Big or small, any idea is welcomed! I am looking for people to brainstorm this with me!

Any help is appreciated!
Yasir

p.s. Since my understanding is that ioquake3 is virtually the same as Quake3, I took the liberty of asking here. ioquake3 forum doesn't allow me to loggin as well : (
maulPM
#2
Jun 05, 2012 1:01 PM
GAMETRACKER ADMIN Joined: Oct 2006
Posts: 790
In my experience, the Quake3 server has never been entirely stable over 24 players. This also tends to vary based on the size of the map. Other admins may have had better luck.

As far as consuming/reducing CPU cycles... are you looking to mod the Q3 source, or just tweak the server config? If you have programming experience, you'll be pleased to know that the Q3 source is open to the public. The Q3 codebase is heavily optimized, therefore - modifying graphics code would be a daunting task.
t4fserverPM
#3
Jun 05, 2012 10:46 PM
Joined: Mar 2012
Posts: 1
:)
T4F GAMING [ITS TIME FOR FUN]