![]() This will certainly vary on other systems, so take it with a grain of salt. While we don't have the ability to make a direct mapping to what that means in the timedemo test, our experience indicates that a timedemo fps of about 35 translates into an enjoyable experience on our system. Id does a pretty good job of keeping framerate very consistent in-game framerates of 25 are acceptable. Anisotropic filtering is manually set to 8x. We test the game with Ultra Quality settings, and we enable all the advanced graphics options except for VSync and antialiasing. This includes both inside and outdoor sections, with the initial few fire fights. ![]() Our benchmark consists of the first few minutes of the first level. As long as we keep these things in mind, we can make informed conclusions based on the data we collect. It also means that graphics cards that do slightly better than other graphics cards will not always show a tangible performance increase on an end user's system. What this means to the end user is that in-game performance will almost always be lower than timedemo performance. But this impact is much lower than the impact of running AI, physics, script management, I/O, and other game code at the same time. To be sure, even timedemos can see memory and CPU bottlenecks, as data must be transfered to the graphics card some how. While we tend to favor real world data here at AnandTech, this type of benchmark is very capable of using a real world data set to test the maximum capabilities of the graphics cards under its particular work load without bottlenecking at other points in the system. Timedemos do walk a fine line between synthetic benchmarks and real world benchmarks. While that doesn't mean the end user will see higher performance in the game, it does mean that the potential for seeing more performance is there, for instance if the user upgrades a CPU before the next graphics card upgrade. Any graphics card that does better at rendering Quake 4 frames will play Quake 4 better than other slower cards. We want to know what graphics card is better at rendering Quake 4 frames. So why do we do them? Because the questions we are trying to answer have only to do with the graphics subsystem. Performance characteristics of a timedemo do not reflect actual gameplay. The frame rates we see here don't directly translate into what one would experience during game play.Īdditionally, Quake 4 limits frame rate to 60 fps during gameplay whether or not VSync is enabled. To be clear, this means our test results focus mostly on the capability of each graphics card to render frames generated by Quake 4. We have opted to stick with the timedemo test rather than the nettimedemo option for benchmarking Quake 4. Against fast targets, it's actually more effective to aim at the ground near rather than trying to hit directly.There has always been a lot of debate in the community surrounding pure timedemo benchmarking. The game just can't pose a challenge to modern players. Speed Run: One of the oldest speedrunning communities and still going, with Speed Demos Archive originally being founded for and having a dedicated section for Quake I.Slash Command: One of the earliest series examples, if not the earliest.Shout-Out: The series as a whole has a page.Even some secrets in Quake required doing a grenade jump. Speedruns of the first two games will show you how high a player can rocket or grenade jump, given the right equipment. Many players instead choose to use it to make massive Sequence Breaking leaps. Its intended use is of course to make Ludicrous Gibs of groups of enemies. Not the Intended Use: The rocket launcher.Minimalistic Cover Art: The front covers of every primary entry in the series mostly feature the Quad Damage logo.Everything from monsters to players will explode in a shower of blood and gibs provide they receive enough damage. Ludicrous Gibs: Unsurprising, seeing how it's a Spiritual Successor to Doom.(Also, their original idea for a franchise name was already trademarked by someone else.) Quake III: Arena's (and later Quake Champions) story makes an attempt to unite the different id universes until that time into a single story arc, not that anyone noticed. Indeed, id originally wanted the "Strogg" arc to be an entirely new franchise, but ultimately decided the game needed the brand recognition which the "Quake" name would bring. In Name Only: II, IV and Enemy Territory are nominally sequels to each other, and that "plot" line has nothing to do with the first game which in turn has almost nothing to do with Arena.
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