![]() I'm just looking at getting any other technical hurdles out of the way first. What I DO care about is helping to educate new players on what various options do and how to get their game running the way THEY want it to. As long as someone isn't using an aimbot, speedhack, or wallhacking I don't really care how they play. Believe me, I'm all about options and giving them to the player. You don't have to defend r_picmip as being "legal" to me either. Now that times have changed I squeaze every bit of texture quality out of Q2 that I can. I managed to get top place on the AlteredReality instagib server with 500 ping once, and playing Rocket Arena 2 I'd hold my own with semi-pro players with about 200 ping on average. I also had dialup when most people were on cable or DSL. Back when I was playing Quake 2 heavy I used gl_monolightmap 1 and gl_flashblend 1 during multiplayer because my hardware sucked. ![]() ![]() That's not to say I'm a scrub player either, or that I've not had to use similar settings in the past. If I can run high graphics settings I do. I personally don't use r_picmip because I do not like it. If you have a question about the Q3A source code I can probably answer it. That's from coding experience, not a Google search. I may disagree with you about visual preferences, but I do understand what I'm talking about when it comes to picmips, mipmaps, and texture filtering. I also do model, 2d graphics, and shader work. I've been coding on the Q3 source since Q3 was initially released, and I've been working in the engine since the engine source was released. I'm the project leader for the Generations Arena Quake 3 mod. I did not do a Google search for anything. After that's ruled out, THEN reducing screen resolution and visual detail would be the next step. Instead of jumping straight to forcing high picmip levels he needs to make sure he doesn't have something like com_maxfps or vsync locking his frame rate due to a video mode limitation. I realize you're trying to help him boost his FPS, but I disagree with your method. That's on a Core i7 3770K with a GTX 670 video card on Windows XP, and running around on a large and visually detailed map like Moonstone. I realize a lot of "pro" types automatically crank picmip up as a rule, but to give you some perspective on FPS, I can crank out well over 1000 FPS on Quake 3 with 16x anisotropic filtering, 16x FSAA, r_picmip 0, r_roundimagesdown 0, at 1024x768 with vsync disabled. Yes, it will improve performance, but at the cost of all visual detail. The actual function is performed as a bitwise right shift operation in the Upload32 function. So r_picmip 5 turns a 256x256 texture into an 8x8 texture, while occupying the same texel space, then running a bilinear or triliear filter pass on it, which removes all the detail and turns the texture into a blurry, muddy patch on the wall or floor. If you want to be precise about what r_picmip does it lowers the sample size of a texture by forcing the nth mip level on a texture.
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