I have programmed the demoquit cvar, however I can't commit it until I get home (SVN is blocked on this wifi.) Should be in SVN within three hours or so.
You can build the game from SVN using these directions:
http://corent.proboards.com/index.cg...1&page=1#56922
Demos (.dm2 files) go in ~/.codered/arena/demos.
You can play back a demo in benchmark mode with these commands:
Or from the command line:Code:timedemo 1 demoquit 1 map demo_name.dm2 //you MUST include the .dm2
A word of advice on what kind of demo to record for benchmarking purposes: Our biggest bottleneck is mesh and player model rendering, so if you really want to stress the system, pick a small, crowded map with lots of meshes in it (dm-goregrinder is a good one,) and add lots and lots of bots. You can do this like so:Code:crx +timedemo 1 +demoquit 1 +map demo_name.dm2
Wait for the map to load.Code:set maxclients 16 startmap dm-goregrinder
This will add a bunch of bots to the game, in addition to the ones already programmed into the map's bot file.Code:sv addbot; sv addbot; sv addbot; sv addbot; sv addbot; sv addbot; sv addbot; sv addbot; sv addbot
Then start recording a demo:
Play for a few minutes, then quit the game and your demo will appear in ~/.codered/arena/demos.Code:record demo_name //you must NOT include the .dm2
Last edited by MaxToTheMax; 04-12-2012 at 08:55 PM.
how much will it cost to pay you to make a test profile with a Spring-engine based 0pensource game ?
its easy to blame the people "And I don't see enough donations coming in for it to be worthwhile to add support to the Spring engine myself." but you never say how much exactly do you need.
then maybe the Spring-engine fans stand up for there reputation!
Thanks!!! Will check it out tomorrow to see how suitable it is... Hopefully it will all be working smooth and can then incorporate it into PTS right away tomorrow/this-weekend so that the test profile is included when testing out the graphics of some alien chip that arrived this week after suffering poison ivy![]()
Michael Larabel
http://www.michaellarabel.com/
What is your usual policy for benchmarking games with different graphics settings? The performance is radically different at each graphics level. It's like five different benchmarks. At lowest/low settings, the engine doesn't behave too differently from ioQuake3 (although with much more model detail.) I usually play at medium settings, because my 2010 Thinkpad T510 with nVidia graphics cannot get a solid 60 FPS at high or highest settings. Interestingly, low settings perform worse on my laptop than medium settings, because with low settings GLSL is not used. I would expect that to be reversed with Intel graphics.
And by the way, this is awesome news.
I don't know for sure since as far as I know there's no support for what I need within the Spring Engine itself and I've never worked on the Spring Engine previously so I don't know how difficult it would be to make the necessary engine changes. The commercial cost for creating a test profile is usually about 200$ USD, but if needing to do all of the engine work that would be much more ($1k+).
Michael Larabel
http://www.michaellarabel.com/
Hell, I'd pitch in 20 bucks for that. 0AD needs more love.
Depends on the game... For the games that can actually bang the GPU well there's usually PTS test profile options prompt to the user of like low/med/high/ultimate. Or for the quake3-era games it's using a standardized configuration that would match to the high/ultimate area.
Michael Larabel
http://www.michaellarabel.com/