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Quake Benchmarks Section

I like to benchmark Quake on everything I can. The original Quake, released by id Software in 1996, happens to be one of the most compatible and widely-ported pieces of software I know of that includes a reasonable benchmarking tool. Admittedly, it's no 3dmark, but there's much to be said for getting a numerical figure to work with, on a task that you're sure invokes most (if not all) of a given hardware.

The Spreadsheet

How to participate

I need these important figures to include your machine on this benchmark.

With all of this information in hand, feel free to contact me on Discord at wildweasel486, or by email at wild dot weasel at gmail dot com, and be prepared for me to ask follow-up questions about your submission.

Performance Index?

I was inspired partially by the Forza Motorsport games here; Performance Index (or P.I.) is an abstract measurement of a given computer's overall Quake performance, taking into account the frame rate, screen resolution, and whether a graphics accelerator was involved. P.I. is calculated with the following formula:

P.I.=(xRes × yRes) × (bpp ÷ 8)runTime÷rendererBit

Or, as I've written it out in the spreadsheet formula, =SQRT((J3*K3*(L3/8))/G3 / M3). This is probably not the easiest to parse and I've likely written it incorrectly, so let me break it down by piece.

  1. Screen resolution: First, multiply xRes by yRes.
  2. Bit depth: Multiply the above by the bits-per-pixel, bpp, divided by 8 (so 8 bpp is 1, 24 bpp is 3).
  3. To get a reasonable number to work with, we divide the above result by runTime - the demo's playback time in seconds - and not the stated average frame rate.
  4. This result is then divided by rendererBit: if Quake is being rendered in software, rendererBit is 1; if it is being assisted by a graphics accelerator (i.e. GLQuake), rendererBit is 2. Ergo, the P.I. result is halved if a graphics card is involved.
  5. Take the square root of the overall result.
  6. Round to the nearest whole number.

By way of demonstration, let's use the result for Naglfar (RAVE).

P.I.=(640 × 480) × (16 ÷ 8)15.9÷2

Naglfar, a Power Macintosh G3, runs Quake at 640x480 pixels (307,200 pixels per frame), in 16 bits-per-pixel (16 divided by 8 is 2; our figure is now 614,400). At this resolution, Naglfar's average frame rate is 61.1 frames per second, which at 969 frames in DEMO1, gives us an average runTime of 15.9 (614,400 divided by 15.9 is 38641.509433962). Naglfar runs Quake using the RAVE renderer, which is hardware-accelerated, so rendererBit is 2 (38641.509433962 divided by 2 is 19320.754716981). We then find the square root of that result (the square root of 19320.754716981 is 138.999117684), which we round to the nearest whole number to get a final P.I. of 139.

As a final decorative touch, P.I. is then assigned a letter grade, based on a series of arbitrary ranges that felt right at the time.

F: 0 - 30
E: 31 - 60
D: 61 - 150
C: 151 - 300
B: 301 - 600
A: 601 - 900
S1: 901 - 1500
S2: 1501 - 2500
X: >2501