I just tried it again, on my 425 w/ the Evergreen 586 (Am5x86-133 upgrade). It runs at a TECHNICALLY playable speed, and maybe 80% of the time it runs GREAT, but when things get busy, the game starts making particles or thinking about too much AI, too much model position/lighting calculations, who knows what exactly it is - and the lag begins. If you goto the console and type "showturtle 1" it will show a little turtle icon whenever FPS drops below 10. I used the spawn area of level 2 (after stepping backward to the wall) for FPS testing, because when you look away from the level it has zero lag, and when you look toward the enemies and such it lags. If you run "timerefresh" it spins 360 degrees and tells you the average FPS. At that place I received 12.78fps.
I would really appreciate it if you (Agent Orange and linuxlove - or anybody else with Quake on a box at the moment, just for comparison sake, even if it's a Pentium, etc.) would both do the same at least twice and let me know what the result is on your systems where you find Quake playable on a 486. It would be even more helpful if you can tell me the video card, amount of RAM, and if you have L2 cache (and if so how much).
With that information, if your FPS is more playable, perhaps we can see what about my system isn't cutting it. That or perhaps you all get the same performance and are just more accomodating about lagspikes than I.
I tried like.. every console command ever.. last night, and found that the only way to improve performance was to either disable 3D enemies and weapons ("entities") being rendered (not acceptable) or to turn off all texturing on the world itself (also not really acceptable). The world texturing being off made a much larger difference, leading me to believe that it could be my video card to blame - thus the questions. My box has a built-in Cirrus 5420 (iirc the model number) with, I think, 512K RAM, so it could be that you're all using 1MB cards and that makes enough of a difference to make it faster.. who knows, before we examine the datas. :D
If I don't find an alternative solution, I'll be editing the source code to change much of the math to integer (as you know it's float heavy, thus the Pentium dependence), reduce the particle count, and maybe add some more configuration variables so that this version can be scaled up or down for classic systems (things like completely disabling particles, turning on flat lighting and DISABLING dynamic (no way to do that, even though you can enable flat lighting..), etc.). Unfortunately the Quake source was released without a DOS makefile, but the code necessary is there, and one person has got it to compile.. I've had experience screwing with Makefiles so I should be able to pull that off without *too* much trouble.