[Wolfenstein: Blade of Agony] v3.1 released (p204)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Ozymandias81 »

drako wrote: I have a horrible performance problem. I wonder whether it is BoA or gzdoom related. I have a laptop (a rather old one) with mobile intel 4 series express chipset family, 4GB RAM, Pentium Dual Core T4300 2.1 GHz. It supports only openGL 2.1, so I can only use gzdoom 1.10. I was able to play map c1m1 without performance issues but in c1m2 when I move in the direction seen on the attached image then the fps drops to 2 or even less. It seems to me that a lot of objects are unnecessarily rendered. Is there any hope to fix that problem?
You need a good gpu for Blade of Agony, at least 2gbs would be good for the purpose.
Also you may have several issues during gameplay not only because of your limits with OpenGL but also because of limits with gzd 1.10 (and I am sure that you're playing with the old Episode 1 demo then).
FYI I have an Athlon X2 (dualcore) 250 3ghz, 4gb ram ddr3 800mhz, GeForce GT610 1024mb (2048mb total) & Win7 Ultimate sp1 32bit: only 3 maps have some nifty issues, which are c1m0, c2m3 and c2m0_b.
Did you try to download builds from GitHUB? I don't know which version you're playing with, so try to get stick with git repo (but you surely deserve more power for BoA though).
demo_the_man wrote:I can confirm its hardware, i have slightly better hardware (intel intergrated) and 4 gb ram.
Better go for an independent gpu then... ikr intergrated ones are cheap (I know that, trust me... :3:)

@Both of you
Try vid_fps true under console to test your average fps (there wiil be a counter on the right upper corner of your screen). Otherwise, check for more commands from here and something more advanced there.

Also check these new settings inside BoA Options menu while in game.
Spoiler:
drako
Posts: 30
Joined: Fri Jan 08, 2016 8:16 pm

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by drako »

I use the newest pre build of gzdoom 1.10. I have BoA downloaded from guthub on Feb 16, 2016. I attach images with the fps counter on - the same location in c1m2 just rotated 180 degrees. The difference is huge 98 fps vs 3 fps. I also attach images with BOA settings.

Spoiler:
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Ozymandias81 »

You need a better pc, also keep in mind that pre-build may have several issues though.
I'll come tomorrow with screenshots taken exactly from the same place, also I never tested boa with gzdoom 1.10. Actually I am typing from a phone and can't test anything, but you surely need more power to run BoA properly.

Removed the 1.8.10 crap
Last edited by Ozymandias81 on Thu Feb 18, 2016 6:41 am, edited 1 time in total.
drako
Posts: 30
Joined: Fri Jan 08, 2016 8:16 pm

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by drako »

Thanks, that will be an interesting comparison.

The version of gzdoom I used was the newest one as of Feb 16, 2016, that is gzdoom-g1.10pre-495-gbcd04af.7z from http://devbuilds.drdteam.org/gzdoom/ .
In fact or the previous versions (stable or not) give the same issue.
Moreover, I have almost all OpenGL settings off (see images below) (shader has all options off)
Spoiler:
I am sure that stronger hardware will do better on BoA, but it seems to me that something needs optimization, either in the gzdoom or BoA.
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Ozymandias81 »

Concerning the optimization issue, that's something for developers and BoA actually has got impressive improvements in a couple of months ago.
As you can see from below images, the problem there is only your pc, which needs power. Check accurately each description within each image on imgur, so you'll understand why it isn't exactly only a problem of general optimization for both GZ and BoA.
Spoiler:
PS: Forgot to fix the 1.8.10 thing, I was in a hurry and totally forgot the version of the drd build :roll:
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Graf Zahl »

drako wrote:It supports only openGL 2.1,
Meaning you most likely got an old Intel Integrated Graphics chipset. Those are too weak for any type of serious gaming and performance breakdowns are inevitable. There's nothing that can be done on the engine side - the hardware is already maxed out.
User avatar
ibm5155
Posts: 1268
Joined: Wed Jul 20, 2011 4:24 pm
Contact:

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by ibm5155 »

maybe the only thing that needs optimization is his GPU :roll: :lol:
EDIT: Wait, he's 3fps only looking at the door? (yeah I know, it's rendering everything below the door)
drako
Posts: 30
Joined: Fri Jan 08, 2016 8:16 pm

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by drako »

Ozymandias81 Thanks for posting images. It is interesting to observe that when you have cl_capfps false then when you look at the door you have better performance when you look in the opposite direction (exactly as it should be but opposite to what happens on my GPU).

Graf Zahl:
Graf Zahl wrote:you most likely got an old Intel Integrated Graphics chipset.
Yes, I do have mobile intel 4 series express chipset family. But in case of any GPU, it seems to me, that rendering a simpler scene (like just the door) should be easier/faster than rendering a more complex one (like the one with window) (see pictures I attached few posts above).

ibm5155:
ibm5155 wrote:Wait, he's 3fps only looking at the door? (yeah I know, it's rendering everything below the door)
If it is really the case that everything behind that door is rendered, Ozymandias81 (see few lines above) should have the performance drop as well, while he actually gains performance (using the same version of gzdoom, namely 1.10).


I am wondering if somebody is able to explain what exactly is wrong with the GPU I have (mobile intel 4 series express chipset), beyond that it is old. Or maybe it is just the nature of OpenGL 2.1?

[Edit] Since the behavior on Ozymandias81's GPU (I assume you have OpenGL_ver>=3.0) is exactly opposite to what happens on my GPU (OpenGL_ver=2.1), maybe there is somewhere in the gzdoom source code a forgotten condition of this type:

If (OpenGL_ver<3) then
render_everything_behind_the_door
else
render_door_only

For those of you who have GPUs with OpenGL_ver>=3.0 (probably most of you), programming skills and plenty of free time there is a tool https://www.opengl.org/sdk/tools/GLIntercept/ which allows "Test lower end rendering paths without changing cards". It would be interesting to see how BoA and gzdoom are performing when you enforce using OpenGL_ver=2.1 on your new card. In particular, does the same problem with "3 fps door" occur?
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by RUNSABER »

Beautiful, just beautiful!! Also, if you have issues with MP3 sizes, you can download Audacity and the encoder plugin to convert them to .OGG at a standard conversion rate. Cuts a 5MB track down to 337KB!
User avatar
Lycaon
Posts: 232
Joined: Thu Sep 11, 2014 11:24 pm
Location: Argentina

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Lycaon »

So, I actually got to play through all of what's there as of now in episode 1 with my new pc. I can't say it enough, but god, sometimes I feel like i'm playing a work of art, this is simply the best mod ever. As a life long doomer and apprentice mapper, this captivates me more than anything else i've ever played. The sheer amount of visual work as well as physics and moving mechanichs is unmatched. The way you mixed the WW2 fps genre with oldschool 2.5D games, it opens the doors to a lot of creativity potential. Now, I don't wanna sound nitpicky but given this is such a perfect beautiful thing, I have to warn you of a couple bugs that are possible and things I found wrong.

At the second map, after the big mine field, you can jump over the truck parked near the SS soldiers and walk through the rocks that surround the minefield, this lets you see things you are not supposed to, like a big infinite room where the sky is supposed to be and even swim all the way to the big ship in the back, walking through it and beyond.

Then, the lift at eisenmann's lab is buggy. If you go all the way down, then you can only go all the way up in one button push and then you can't go down again. It works fine if you follow the linear path, but i happened to go all the way down cause i thought i needed a green key for the first door in the first stop. I went all the way down and ultimately had to use idclip to climb up and down that part.

Also, i think the damage for the mutants is a little bit overdone, they are just so bloody dangerous that I had to keep saving to proceed. Same happened with the priests at Tunis, they have too much health and fire too rapidly, hence you are bound to get shot at least once, unless you play it ridiculously campy.

Last but not least, the panzerfaust is a bit of a pain in the ass to use, since it covers a good portion of my screen in 1600x900 resolution. Maybe you could give it an alt fire to aim down the sight and have it by default like the rifle in Strife.

I wish you the best luck with this project, I can only imagine what it would feel like to be a part of such a team, everyone contributing with high quality resources for the project.

EDIT: oh, and I almost forgot, I still got fps drops when the eisenmann's lab was exploding. That needs some optimization, my pc should be able to handle that (I can play the newest Call of Duty games just fine with almost everything maxed out).
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Ozymandias81 »

Lycaon wrote: At the second map, after the big mine field, you can jump over the truck parked near the SS soldiers and walk through the rocks that surround the minefield, this lets you see things you are not supposed to, like a big infinite room where the sky is supposed to be and even swim all the way to the big ship in the back, walking through it and beyond.
Fixed map c1m2. Thanks for your suggestions though, we'll take care of them.
User avatar
Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Tormentor667 »

@Lycaon - Thanks a lot for the kind words and also the feedback. We will make sure to adress these things and add the requested improvements :)
User avatar
Clownman
Posts: 885
Joined: Fri Oct 07, 2011 6:35 pm
Location: USA

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Clownman »

In terms of filesize, Just super compress it with a format and I think you should be fine, RAR or 7zip tends to be a good option.
User avatar
Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Tormentor667 »

The difference between RAR, 7Z and ZIP varies between 20-30 MB... that's not much speaking of a total download size of currently 373 MB ;)
User avatar
Luigi2600
Posts: 420
Joined: Tue Oct 27, 2015 3:41 pm
Location: New Russia

Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Luigi2600 »

Grab your disco balls and nazi uniform because it's Saturday Night Fuhrer all up in here.


Image
Post Reply

Return to “TCs, Full Games, and Other Projects”