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I'm not sure if it will work but it is worth a try. In case of normal quake3
you can
start a demo from the commandline using './quake3 +timedemo 1 +demo four'. You
could
pass this to the game from the kwaakjni library.
Note something else which I haven't investigated. On some devices the default
EGL
framebuffer config which GLSurfaceView selects is not well accelerated. It
might be
worth to experiment with it. I didn't play with it yet because people
discouraged
that since it is tricky on the Milestone (here the default format is ok).
Original comment by thunderb...@gmail.com
on 25 Feb 2010 at 10:07
Here is the timedemo results:
Normal timedemo WITH sound:
1260 frames 109.6 seconds 11.5 fps 34.0/87.0/339.0/32.4 ms
Normal timedemo WITHOUT sound:
1260 frames 86.8 seconds 14.5 fps 28.0/68.9/194.0/22.7 ms
Faster cfg timedemo:
1260 frames 87.0 seconds 14.5 fps 28.0/69.0/251.0/22.1 ms
The cfg i used: http://ucguides.savagehelp.com/Quake3/files/VisualFPS4.cfg
Apperently it did not give any extra fps :-)
I also attached a screenshot from the demo.
Oh yeah, and nice port btw!
Original comment by drphro...@gmail.com
on 25 Feb 2010 at 1:42
Attachments:
Nice that it works :) The performance is similar to what I expected. The G1 had
around 10fps but that is at ~330MHz or so while this is about 50% faster, so
around
15 sounds good. If you use vertex lighting you will likely reach 20fps and
setting
the texture mode to GL_NEAREST_MIPMAP_NEAREST might bring you 0.5fps more but
it will
look a little worse.
Original comment by thunderb...@gmail.com
on 25 Feb 2010 at 1:57
I have added the results to the website. I might tweak the audio code a bit
today
which might give 1 or 2 extra frames per second.
Original comment by thunderb...@gmail.com
on 25 Feb 2010 at 2:03
I will run the demo again when it is done then, just for comparison :-)
Original comment by drphro...@gmail.com
on 25 Feb 2010 at 2:06
I have uploaded a new build which has the new audio code. I like to know how it
works. It relies on JNI code which I haven't pushed to svn yet because I'm not
convinced about the stability, so you can't benchmark it yet. I hope to add it
tomorrow once I hear back from everyone.
Original comment by thunderb...@gmail.com
on 25 Feb 2010 at 11:35
this dosent cout but hey i figured you might whanted to know, iv succesfully run
quake3 on my ported 2.0.1 android build for my htc raph, it runs about 10 fps
give or
take, clock is at 528mhz, and i cannot get it to work with sound only with
sound off
it works. again dont pay much attention to this my phones android port is not
yet
fully optimized
Original comment by siulma...@gmail.com
on 26 Feb 2010 at 4:36
[deleted comment]
If you add +condump console.log to the argument list in jnikwaak.c then you can
read
the results in your quake3 folder after the demo has run. :-)
Original comment by drphro...@gmail.com
on 27 Feb 2010 at 7:35
how can I add timedemo to kwaakjni library ? I need to modifying and build
source
code? ;-) I run kwaak3 on my Samsung Spica, this phone have Samsung s3c6410
processor, sound not working, game work ok. Demo shows fps between 4-14 fps on
normal
settings... My Spica have very poor 3D driver, even 3D games from Android Market
don't run smoothly :( Anyway great work :-)
Original comment by gotrunk...@gmail.com
on 1 Mar 2010 at 4:05
There is a new build online which hopefully fixes the remaining audio problems.
In a
next build I plan to add some benchmark button to make it easier. If you want to
patch the source you should pass the commands I mentioned in argc/argv to the
quake3
main function in kwaakjni.c
Original comment by thunderb...@gmail.com
on 2 Mar 2010 at 11:12
Hi!
It is possibile to download the apk with manifest corrected to work on 1.5?
Cause i
don't know how to do it myself...
Original comment by luc59the...@gmail.com
on 12 Mar 2010 at 7:52
[deleted comment]
[deleted comment]
Seems i missed the sdk dependency in the manifest... Tried updating it, but the
changes that has been made to the native code does not match those i compiled..
giving
it a more serious try later.
Original comment by drphro...@gmail.com
on 17 Mar 2010 at 4:34
Working on Sony ericsson Xperia X10. lil laggy. demos runs like a machine. cant
see
fps tho. X10 is touch screen only. configured volume buttom to move forwards and
backwards and camera button to shoot. there is a way to remove more textues,
cant
remember how will try find out and post. The pros used to play with no
textures. This
should increase FPS alot. sound works.
Original comment by NofearAn...@gmail.com
on 21 May 2010 at 7:50
Hi .
I wan't to benchmarks on Archos 5 it with a new 3d firmware it's seem look run
betweem 20 and 30 fps so i don't have any experience on NDK anyone to compile
a benchmarks version?
Original comment by rafff...@gmail.com
on 8 Jun 2010 at 11:49
i finally manage a system for type timedemo 1 in game with wiimote as keyboard .
i get :
No sound 1260 frames 46.0 seconds 27.4 fps 17.0/36.5/1265.0/11.2ms
with sound 1260 frames 62.9 seconds 20.0 fps 18.0/49.9/1405.0/18.6ms
Original comment by rafff...@gmail.com
on 8 Jun 2010 at 12:25
with sound low res 1260 frames 60.1 seconds 21.0 fps 14.0/47.7/1095.0/20.0ms
with sound low res lighting vertex 1260 frames 51.6 seconds 24.4 fps
15.0/41.0/1258.0/15.4ms
Original comment by rafff...@gmail.com
on 8 Jun 2010 at 1:03
I just installed this on my HTC Hero running Android 2.1.
Exactly how can I fire up a timedemo for benchmarking?
I don't have any keyboard inputs to use on the console.
I did see mention to "kwaakjni library," but I don't understand what I have to
do to run the demo.
Original comment by rodney.b...@gmail.com
on 29 Jun 2010 at 6:42
I have add some changes which make benchmarking easier to SVN. It will be in a
new build which I will upload today or tomorrow. I consider this bug about
'benchmarking' and consider it fixed ;) I'm not sure if I will add an official
1.5 build though.
Just some results on my Nexus One:
Using default settings with or without audio you get respectively 19.5fps and
21.3fps. If lightmaps (a form of lighting) are disabled, the performance
improves to 25fps and 28.4fps, that's under heavy situations.
Original comment by thunderb...@gmail.com
on 11 Jul 2010 at 1:14
hello.
where I could get the version of quake 3
not deal with left wing pad.
as it is right wing pad.
would greatly appreciate it.
would pay if it is necessary to have the right wing pad
please
Thanks
greetings
Original comment by jomart20...@gmail.com
on 13 Nov 2010 at 1:02
I need for 1.5
Original comment by gorskiyo...@gmail.com
on 19 Dec 2010 at 1:54
Got it working on HTC tattoo but the textures are real white so can't see
anything except gun enemies ammo etc.
Original comment by aframes...@gmail.com
on 19 Dec 2010 at 8:52
I have a lg GT540 Android 1.6 and I installed Kwaark3 and put quake 3 Arena
(full) in my sd card. The only problem is that when i open kwaark3 and press
"play game". The screen becomes black and then it goes back to the kwaark3
menu. Can you please help me solve this issue/problem.
Thanks; Paul
Original comment by bobbypau...@gmail.com
on 16 Apr 2011 at 3:23
I have nexus s & quake3 runs perfectly but there's no joystick so i cant move
so pls if anybody knows solution pls reply
Original comment by meghrajp...@gmail.com
on 21 Jul 2011 at 12:48
[deleted comment]
Овьатсдышчоыо
Original comment by rafisgai...@gmail.com
on 4 Mar 2013 at 5:17
its perfect to me in xoom2 (motorola) with bluetooth keyboard...
but, isn't the same to the bluetooth mouse...
would be possible to keep the original code, referring to the mouse,
to make it work with the bluetooth mouse?
Original comment by ricard...@gmail.com
on 11 Mar 2013 at 11:39
Is this project still going? My phone is Oppo FInd 5 of China.I wanna try this
great game. But I don't have any pak0.pk3 or pak1-pak8.pk3 files, can anybody
send me these files? My email: charlesyoungx@gmail.com THanks in advance.
Original comment by wxxchin...@gmail.com
on 27 Jul 2013 at 3:43
Original issue reported on code.google.com by
drphro...@gmail.com
on 25 Feb 2010 at 9:44