I think a lot of DOSbox problems stem from the old timing systems interacting in unusual ways with the new systems, and every DOS game could potentially be using a different method. You can't rely on your measurement of the duration of the previous game loop when the processor is time-sharing with other functions and threads n such. Then it just kept getting more complicated. So you might have a delay at the start of the primary game loop which is calculated based upon how long it took to execute the previous game loop. You had to establish the speed of the computer at run-time and dynamically adjust the game loop timing appropriately. BBC Micro model B, for example), because they all had the same processor and clock speed.ĭOS games had it a little harder. In the old days it was easy, a dev knew that if his new assembler routine took ten milliseconds to run on his computer, it would take ten milliseconds on all the computers (for which it was written. Games rely on being properly and consistently timed. I can't say this is your answer for sure, but it's likely a contributing factor. Sadly, if performance is not where you think it should be, it's a case of trial and error. ALT-F12 Unlock speed (turbo button/fast forward). Less than 12500 cycles and the game lagged a tiny bit. I had a computer where I could (and had to) push it all the way to 12500 cycles if I wanted the game to run smoothly. And at that point it depends from one computer to another. CTRL-F12 Speed up emulation (Increase DOSBox Cycles). When a game doesnt have those timer issues, then typically I found that the more speed the better. Then open it and set the sensitivity according to you. CTRL-F11 Slow down emulation (Decrease DOSBox Cycles). Setting cycles too low can cause slowdowns as can setting cycles too high. To reduce/increase the mouse sensitivity in DOSBox Turbo-C follow these steps: Goto the nf file. Sometimes I have found that setting cycles to auto causes problems, sometimes it helps. I'd suggest tinkering with the Dosbox settings to see if you can improve performance (but take a copy first!). It ran well on my old Intel I3 laptop through dosbox (can't remember the exact config, but it wasn't a beast by any means). t=27810&p=220366&hilit=core%20cores#p220366Īs for Carmageddon performance, it's one of the last DOS games and on some systems needs some tinkering. DOSBox-staging attempts to modernize the DOSBox codebase by using current development practices and tools, fixing issues, and adding features that better support todays systems. There are plenty of threads on Vogons about this, and I'm not technically minded enough to get in to it, but I think that the key problem is that the software is all single threaded so there's no benefit from passing to multiple cores. This is a question likely best answered by the people over at Goopydop: Is Dosbox still not optimized for multi-core cpu after all this time? It's not, because it's really not that simple. There's a document about performance on the Dosbox wiki: You can manually increase/decrease cycles with the hotkeys. Then, try setting the cycle speed to a manual value, as the auto does not always work well: Ctrl+F12 : Speed up emulation (Increase DOSBox Cycles). Slow down emulation (Decrease DOSBox Cycles). If you really want to run it trough dosbox, you'll need to edit your nf file and, for starters, enable the dynamic recompiler. Since this game runs in DosBox it is convenient to know the DosBox controls. I use Windows 10 (32-Bit), and the latest DOS-Box version.įirst and foremost, there are literally hundreds of quake ports out there for any possible platform, no need to run it in dosbox, there is a port out there that runs natively on your platform, whatever it is. Did the original Quake just run that way? I play at 640x400. Is this because DOS-Box limits the performance, or is the emulation scene just not good for DOS. You can lower the cycles, skip frames, reduce the sampling rate of the respective sound device, increase the prebuffer. When I bump up the resolution to 800圆00, you can see the performance hit. You may be using too much CPU power to keep DOSBox running at the current speed. I can play the game (already at the fourth episode (normal)) , but I can't help to notice shuttering. I don't get quite the performance what I expected. Im using the first version of Quake (not GL). I use a laptop with Integrated Graphics, but It can't be that bad. I play them in DOSBOX, because I was planning to install Windows 98 on one of my Pentium 4 machines (but I don't think it would have worked out, because I don't have any old GPU's for it). I still like some of the DOS games you found, Like Doom and Quake. MS-DOS isn't here more, and got replaced by the far more superior Windows NT kernal.
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