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    Quake III Arena Tweak Guide

    Introduction

    This "Tweak Guide" for Quake 3: Arena is meant to help you run Quake 3 in the best possible way for the system you are currently running. Feel free to experiment with different settings and check the console guide at http://q3a.pcgame.com for more info. Here is the recommended systems for you.

    HIGH
    Processor: P3  733 - P2  450 [] AMD K62 450+, AMD K7 500+
    RAM:256 MB - 128 MB
    GRAPHICS: GeForce, TNT 2, Voodoo 3 2000 - 3500

    MEDIUM
    Processor: P2 400 - P2 233, Celeron 400+, AMD K62 300 to 400
    RAM:96 MB - 64 MB
    GRAPHICS: TNT, TNT 2 low budget, Voodoo 2, ATI Expert Series,  

    LOW
    Processor: P1 180 - P1 233 , Celeron 266 - 366, AMD K6 233 - 200.
    RAM:32 MB - 64 MB depending on processor
    GRAPHICS: Voodoo 2

    Graphics

    This well help you decide what's best to run on for your system to handle. The graphics may worsen or improve depending on what you select.

    Name
    Options
    Recommendations
    GL Driver
    Default/Voodoo
    If you don’t have a Voodoo(x) card, then use default. (If you do, use Voodoo)
    GL Extensions
    On/Off
    Leave it on because it helps speed, only turn off to fix bugs.
    Video Mode
    320x240+
    Use 800x600+ for TNT 2 or Voodoo 3 type with high end systems. I recommend lower for lower end systems.
    Color Depth
    Default/16-bit/32-bit
    No voodoo card can do 32-bit. So you have to use 16. If you have a TNT or ATI card, use 32-bit color! For me it doesn’t make too big of a performance hit, but it looks a lot nicer
    Full Screen
    On/Off
    Leave it on, playing in a window is a lot slower
    Lighting
    Lightmap/Vertex
    Im not sure, It seems to improve speed if you use Vertex on lower end systems, but no clue.
    Geometric Detail
    Low/High
    Use it on high if you have a high end system to enable curved surfaces. Low end users should have this on LOW.
    Texture Detail
    4 settings, from low to high
    High End systems should have it on the highest while medium should stay around the middle unless you have 128 megs ram then go higher. If you have a lower end system keep the setting low.
    Texture Quality
    Default/16-bit/32-bit
    Leave on 16bit for medium to low end systems. 32bit does improve somewhat especially in highly detailed areas.
    Texture Filter
    Bilinear/Trilinear
    Trilinear looks niftier :) Billinear is recommended for lower end systems though.

    Display

    Changing the brightness and screen size can improve performance and Frag count. Make sure you tweak this too!

    Name
    Options
    Recommendations

    Brightness

    Dark --- Bright
    Don't make it too dark but make sure you can see in dark areas with enough light.
    Screen Size
    Small / Big
    Reducing screen size improves performance on old machines. Do this as a last resort.

    Data Rate

    Changing the data rate can improve performance or latency aka lag and help you Frag better.

    Name
    Options
    Recommendations

    Data Rate

    14.4 --- T1/LAN
    Make sure you adjust to the correct setting because it can improve your overall performance. Setting it wrong will result in bad connections.


    Game Options

    Changing the data rate can improve performance or latency aka lag and help you Frag better.

    Name
    Options
    Recommendations
    Simple Items
    On/Off

    Leaving this on can speed up performance highly. Recommended for lower end systems. I would definitely leave this on if you have a low end system and if you have a high end system leave it off.

    Marks On Walls
    On/Off

    Just leave this off, it will increase speed. You don't need to see the blood marks if you have a low end system. If you have a high end system it doesn't matter.

    Ejecting Brass
    On/Off
    Generally leave this one on off. Try it on if you like. Speed differences can come into affect some here.
    Dynamic Lights
    On/Off
    If you know how rockets emit lights, along with Quad, that's this feature. I only recommend this for high end systems or if you have a high end medium system.
    High Quality Sky
    On/Off
    This doesn't seem to affect much but for low end systems leave it off.
    Sync Every Frame
    On/Off
    Leave it off it boosts performance. If you cant see write turn it on but I would keep it off.
    Force Player Model
    On/Off
    Leave this off unless you have a low end video card with less than 8 megs of memory.

    Console Tweaks [Graphics]

    Changing these options can improve performance but will decrease graphic quality.

    Type
    Setting
    Recommendations
    /r_lodbias
    It’s on 1 default
    Set to 2 to make the Player/ammo/items to blocky looking models. It can improve performance largely.
    /cg_lagometer
    Default 0, set it to 1
    Shows your packet rate and helps you determine lag problems..
    /cg_gibs
    Default 1, setting it to 0 will turn it off
    The Gibs are the guts that spill. Leave 0 or off and it will only display the head when you gibb someone. Results in performance increase.
    /cg_drawFPS
    Default 0, set it to 1
    It will show you how many Frames per second (FPS) you are getting. Try and achieve above 25 for decent playing quality. 

    Console Tweaks [NET]

    Changing these settings can improve your ability to see people before they see you or have a better chance of fragging them.

    Type
    Setting
    Recommendations
    /com_maxfps
    Usually 85
    Set it to 30 to improve latency
    /com_hunkMegs
    Usually 54
    If 128 Megs Ram or more set to 70 or 95. Leave alone if you have less.


    More Console Tweaks
    [From I am Quake 3 ]

    Changing these settings can improve your ability to see people before they see you or have a better chance of fragging them. For more information refer to I am Quake 3 and there Tweak List. This guide is not meant to copy or "steal" anything but just to sum up all the information. Content is owned by their respective owners.

    Command or
    Variable Name
    Arguments or
    Default
    Description
    cg_bobpitch
    0.002
    set amount player view bobs forward/back while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A]
    cg_bobroll
    0.002
    set amount player view rolls side to side while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A]
    cg_bobup
    0.005
    set amount player view bobs up/down while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A]
    cg_brassTime
    1250
    set time to display ejected shells from weapons, 0 disables shell animation and may increase FPS [Flags: A]
    cg_draw3dIcons
    1
    enable display of ammo and armor items (currently disabled) [Flags: A]
    cg_drawAmmoWarning
    1
    enable low-ammo warning display [Flags: A]
    cg_drawAttacker
    1
    enable display of attacking player name [Flags: A]
    cg_drawFPS
    0
    enable FPS display [Flags: A]
    cg_drawGun
    1
    enable display of player gun model, setting to 0 (off) may increase FPS [Flags: A]
    cg_drawRewards
    1
    enable display of reward icons [Flags: A]
    cg_gibs
    1
    enable gibs (0 will inclrease FPS slightly) [Flags: A]
    cg_lagometer
    0
    enable lagometer display [Flags: A]
    cg_marks
    1
    enable display of decals (blast marks, etc.) setting to 0 may increase FPS [Flags: A]
    cg_predictItems
    1
    enable client-side preditiction of items (powerups, weapons, ammo, etc.); 1 is best for net performance, but under bad lag items may jump around or disappear suddenly [Flags: UA]
    cg_railTrailTime
    400
    set persistance time for railgun trails [Flags: A]
    cg_runpitch
    0.002
    set amount player view bobs up and down while running [Flags: A]
    cg_runroll
    0.005
    set amount player view rolls side to side while running [Flags: A]
    cg_shadows
    1
    0 = no shadows, 1 = enable simple shadows, 2 = enable complex shadows (try: r_stencilbits 8; vid_restart; cg_shadows 2) [Flags: A]
    cg_simpleItems
    0
    disable display of rings and spheres around items (1 may increase FPS) [Flags: A]
    cg_viewsize
    100
    set game view size as a percentage of total screen size; smaller will increase FPS [Flags: A]
    cl_maxpackets
    30
    set max client packet size; try 20 [Flags: A]
    cl_nodelta
    0
    disable delta compression (slows net performance, only use if net errors happen otherwise)
    cl_packetdup
    1
    set number of duplicate packets to send; valid values are integers 0-5, try 3 [Flags: A]
    cl_shownet
    0
    display network quality info
    cl_showSend
    0
    enable display of outgoing packet info
    cl_showTimeDelta
    0
    display time delta between server updates
    cl_timeNudge
    0
    effectively adds local lag to try to make sure you interpolate instead of extrapolate (try 100 for a really laggy server)
    in_joystick
    0
    enable joystick input, setting to 0 may free up some memory [Flags: AL]
    in_midi
    0
    enable midi, seeting to 0 may free up some memory [Flags: A]
    meminfo
    display memory usage info
    net_restart
    restart networking system
    ping
    display current ping (time in miliseconds that it takes to send data to/from the server), lower is better, higher usually means bad lag
    r_detailtextures
    1
    enable detailed textures (0 may increase FPS) [Flags: AL]
    r_dlightBacks
    1
    off (0) disables rendering of dynamic lights through walls (the backsides of walls are not illuminated). 0 may decrease FPS. [Flags: A]
    r_drawSun
    0
    enable rendering of a sun in the sky (as staic lighting behind clouds) 0 may improve FPS [Flags: A]
    r_dynamiclight
    1
    enable dynamic lighting (0 will increase FPS) [Flags: A]
    r_ext_compiled_vertex_array
    1
    enable compiled vertex array rendering if video card supports it [Flags: AL]
    r_ext_compress_textures
    1
    enable texture compression [Flags: AL]
    r_ext_multitexture
    1
    enable multitexturing if video card supports it (may increase FPS if 1) [Flags: AL]
    r_facePlaneCull
    1
    enable culling of brush faces not in view (0 will slow FPS) [Flags: A]
    r_fastsky
    0
    enable faster (lower quality) sky (will increase FPS) [Flags: A]
    r_finish
    0
    enable extra completion code necesssary for some video cards, may decrease FPS a bit if 1 [Flags: A]
    r_flareFade
    7
    set lens flare fading rate, higher may improve FPS, but flare effects will fade away faster [Flags: C]
    r_flares
    0
    enable lens flare effects (0 may increase FPS) [Flags: A]
    r_flareSize
    40
    set lens flare size (smaller will increase FPS) [Flags: C]
    r_glDriver
    3dfxvgl
    set gl driver name [Flags: AL]
    r_lodCurveError
    250
    set allowable error in curved surface rendering, higher may increase FPS [Flags: A]
    r_lodscale
    5
    set level-of-detail scale modifier; higher may increase FPS [Flags: C]
    r_mode
    3
    set video display mode (resolution), use listmodes for list of options, use -1 to set custom resolution with r_customwidth/height; using lower resolution will increase FPS [Flags: AL]
    r_nocull
    0
    force rendering of hidden objects (slows performance) [Flags: C]
    r_nocurves
    0
    disable curve rendering; setting to 1 may increase FPS [Flags: C]
    r_noportals
    0
    disable portal rendering; setting to 1 may increase FPS, but will also remove the portal effects from the game [Flags: C]
    r_picmip
    1
    set mipmap level for player models (0-3, 3 lowest quality, highest FPS) [Flags: AL]
    r_portalOnly
    0
    enable display of portal views only (items not visible thru portal not rendered) [Flags: C]
    r_preloadTextures
    0
    enable pre-caching of map texturesl may help stuttering/loading problems [Flags: AL]
    r_roundImagesDown
    1
    set rounding down factor (larger = faster, lower quality) [Flags: AL]
    r_textureMode
    GL_LINEAR_MIPMAP_NEAREST
    set the rendering mode: in order from lowest quality (fastest) to highest quality (slowest), [type] options are: GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR. Think of the 1st two as low and high quality for hardware that supports bilinear filetering, and the 2nd two as low and high quality for hardware that supports trilinear filtering.H299 [Flags: A]
    snaps
    20
    sets number of snapshots sever sends to client (servers run at 40Hz, so use 40, 20, or 10), try 10 to reduce lag [Flags: UA]
    s_disable_a3d
    disable A3D sound; disabling may improve performance
    s_enable_a3d
    enable A3D sound
    s_khz
    22
    set sound sample frequency (22 = high, 11 = low), 11 may improve performance [Flags: A]
    s_loadas8bit
    1
    force 8-bit (lower quality) sounds; may improve performance [Flags: A]
    s_usingA3D
    0
    enable A3D sounds (compaible audio card required) [Flags: R]
    timedemo
    0
    enable timedemo mode


    Thanks for help from Quake 3 Center and I Am Quake 3 for a guide to look at. All tweaks have been tested by me using 3 different systems all LOW, Medium, and High End. Here are the systems used in the testing and creation of the guide.

    HIGH END Brand is IBM
    Pentium 3 550Mhz
    128 Megs Ram
    Creative Labs TNT 2 Ultra w/ 32 Megs Ram TV OUT [Latest Drivers]
    19inch Hewlett Packard Pavilion Monitor

    MEDIUM END Brand is Gateway
    Pentium 2 266 Mhz
    64 Megs Ram
    Creative Labs Voodoo 2 w/ 12 Megs Ram NOT SLI [Latest Drivers]
    17inch monitor EV7000 Gateway

    HIGH END Brand is Gateway
    Pentium 200 Mhz
    32 Megs Ram
    Diamond Voodoo 2 w/ 12 Megs Not SLI [Latest Drivers]
    15inch monitor EV500 Gateway

    Updates!
    December 29, 1999
    Check the Quake III- Arena FAQ from id software for more troubleshooting!
    Also check John Carmack's plan for hints on playing with modems and other such things right here.

    Here is what he had to say about playing on a modem 28.8 in speed.

    I have been playing a lot of Q3 on a 28.8 modem for the last several days.

    I finally found a case of the stuck-at-awaiting-gamestate problem that
    turned out to be a continuous case of a fragment of the gamestate getting
    dropped. I have changed the net code to space out the sending of the
    fragments based on rate.

    Note that there have been a few different things that result in stuck
    at gamestate or stuck at snapshot problems. We have fixed a few of them,
    but there may well still be other things that we haven't found yet.

    You can still have a fun game on a 28.8 modem. It is a significant
    disadvantage, no question about it, but you can still have a good game if
    you play smart. If there is someone that knows what they are doing on a
    server with a ping in the low 100s, there won't usually be much you can
    do, but a skilled modem player can still beat up on unskilled T1 players...

    Make sure your modem rate is set correctly. If you have it set too high,
    large amounts of data can get buffered up and you can wind up with multiple
    seconds of screwed up delays.

    Only play on servers with good pings. My connection gives me a couple dozen
    servers with mid 200 pings. 56k modems often see servers with sub 200 pings.
    If you ignore the ping and just look for your favorite map, you will probably
    have a crappy game.

    If you have a good basic connection to the server, the thing that will mess
    up your game is too much visible activity. This is a characteristic of the
    number of players, the openness of the level, and the weapons in use.

    Don't play on madhouse levels with tons of players. None of the normal Q3
    maps were really designed for more than eight players, and many were only
    designed for four.

    Don't play in the wide open maps unless there are only a couple other
    players. Four very active players in a wide open area are enough to bog
    down a modem connection.

    I just implemented "sv_minPing" / "sv_maxPing" options so servers can restrict
    themselves to only low ping or high ping players. This is done based on the
    ping of the challenge response packet, rather than any in-game pings. There
    are a few issues with that -- a LPB may occasionally get into a HPB server
    if they happen to get a network hiccup at just the right time, and the number
    used as a gate will be closer to the number shown in the server list, rather
    than the number seen in gameplay. I would reccomend "sv_minPing 200" as a
    reasonable breakpoint.

    Easter Eggs [from gamespot]
    Bring down the console (with the tilde ~ key) and type "/map test_bigbox" to load a small, rectangular arena with only the gauntlet and machine gun available. Don't expect to engage in any fierce battles here, but it's still interesting to look at. Well, actually it's not that interesting, but you can gauntlet box with your closest friends!

    On Deva Station (Q3DM11), locate the teleporter placed behind a shotgun spawn spot. The teleporter, a one-way trip, takes you to a room with armor shards. Across from the teleporter and shotgun is what appears to be a simple wall. Approach the wall, touching its surface, and watch it open. Step inside for a message ("You've Found A Secret!") and grab the +50 health inside and take a look at the strange fish creature that some call The Dope Fish.

    On Demon Keep (Q3DM15), enter the tunnel at the bottom of the lava pool area that leads back into the heart of the keep. Along the way, you'll spot a disembodied head, complete with freaky eyes, on the left side of the path.

    On Bouncy Map (Q3DM16), fly underneath the main area of the map and spot the character from the Internet comic strip User Friendly.

    On Apocalypse Void (Q3DM19), fly underneath the main area of the map and spot the same User Friendly character from Bouncey Map. Also, fly around to the large antenna and spot another logo for the Old Man Murray web site.

    Your opinion on this article


    " "



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