Quake Bench By Walter Lord A more accurate way to measure Quake performance. I recently became disenchanted with using the TIMEREFRESH console command as a pseudo-method of Quake benchmarking. It reported about a 7% performance degrade in the beta of version 1.05 when compared to 1.01. After talking with Mr. Carmack, who insisted the two versions should be nearly identical in performance, I decided to roll my own benchmark program. The program Quake Bench was thus born. It reports a frames per second result after doing a partial walk-through of the Necropolis level. This walk-through provides a better sample of room sizes, lighting conditions, and movement than the TIMEREFRESH method. It does not however include monsters as their actions and firing patterns are too unpredictable and could skew the benchmark. Now, with this program, the beta 1.05 Quake shows only about a 1% performance degrade verses 1.01 - much more on line with Mr. Carmack's suggestion. To use this program, simply make a qbench directory (MD QBENCH) while in the Quake directory and copy the Quake Bench PROGS.DAT file into it. Then invoke Quake with the parameter -game qbench (QUAKE -GAME QBENCH). You may also have to add -winmem 10 if running under Windows. The Necropolis level will automatically load and after a couple seconds, the player will begin moving around the level. At this time, the mouse, joystick, and most keys are disabled. However, the menu or console can be brought up which may skew the benchmark - so DON'T do it! After the walk-through is complete, the frames per seconds is reported along with an authentication code. The code may be used by some Quake performance surveys to verify reported results, so if you're completing a survey please take note of the code. To test the frame rate at a different resolution, simply select a new video mode and begin a new single player game. The walk-through will restart and when finished, the frames per second will be reported. Well that's about it for documentation. I have just a few final notes. First some CD players hesitate when first playing a track. This might cause a delay at the beginning of the walk-through which could throw off the benchmark. The code does wait a few seconds to account for the CD. However, you still might want to remove any CDs from your drive or simply add -nocdaudio to the Quake command line before starting Quake Bench. Second, this code has been tested and appears to be bug-free. If you do happen to uncover an oddity, please notify me at lord@brodart.com. Thanks and happy Quaking! Walt