And the only problem is : it just a debug CVAR, must type it when every time launches ZDoom/GZDoom or put it on autoexec.cfg.Graf Zahl wrote:Lioyd_Irving wrote:...So there actually was a command to show the framerate the whole time ?!
The entire whole time since ZDoom has emerged from the stone age!
GZDoom Performance Problem
- PlayerLin
- Posts: 582
- Joined: Sun Nov 11, 2007 4:20 am
- Graphics Processor: nVidia with Vulkan support
- Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.
- Contact:
Re: GZDoom Performance Problem
- Lioyd_Irving
- Posts: 427
- Joined: Fri Dec 07, 2007 1:47 am
- Location: Southtown
Re: GZDoom Performance Problem
AHA! Uh...well, aha. Now to find the name of the command so I can be permanently reminded of how much my computer sucks.PlayerLin wrote:And the only problem is : it just a debug CVAR, must type it when every time launches ZDoom/GZDoom or put it on autoexec.cfg.
- PlayerLin
- Posts: 582
- Joined: Sun Nov 11, 2007 4:20 am
- Graphics Processor: nVidia with Vulkan support
- Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.
- Contact:
Re: GZDoom Performance Problem
:3Lioyd_Irving wrote: AHA! Uh...well, aha. Now to find the name of the command so I can be permanently reminded of how much my computer sucks.
Hmm... I just remember how stupidly I was asked why can't make it as an option on ZDoom/GZDoom......
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: GZDoom Performance Problem
vid_fps 1Lioyd_Irving wrote:AHA! Uh...well, aha. Now to find the name of the command so I can be permanently reminded of how much my computer sucks.PlayerLin wrote:And the only problem is : it just a debug CVAR, must type it when every time launches ZDoom/GZDoom or put it on autoexec.cfg.
- Lioyd_Irving
- Posts: 427
- Joined: Fri Dec 07, 2007 1:47 am
- Location: Southtown
Re: GZDoom Performance Problem
Crude and to the point as always, Arch. ThanksTheDarkArchon wrote:vid_fps 1
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: GZDoom Performance Problem
That's how some of us roll.
Though I fail to see what's "crude" about a straight answer. >>;
Though I fail to see what's "crude" about a straight answer. >>;
- PlayerLin
- Posts: 582
- Joined: Sun Nov 11, 2007 4:20 am
- Graphics Processor: nVidia with Vulkan support
- Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.
- Contact:
Re: GZDoom Performance Problem
Damn... I failed to get Lioyd_Irving was asked about what command to display fps value... my fault...
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom Performance Problem
I made one important ATI related change in 1.3.10 and would like to check if it makes any difference.
Randy, could you please run the test again? It should be easier now because I added a 'bench' CCMD that outputs the result directly to a text file.
On a related note, exl has posted some ATI results over at Doomworld that are significantly better than anything else I saw so far using a HD 4870 so I'm wondering if this might all be caused by a badly preconfigured driver.
I can't explain why this one system is so significantly better than anything else that was tested.
Randy, could you please run the test again? It should be easier now because I added a 'bench' CCMD that outputs the result directly to a text file.
On a related note, exl has posted some ATI results over at Doomworld that are significantly better than anything else I saw so far using a HD 4870 so I'm wondering if this might all be caused by a badly preconfigured driver.
I can't explain why this one system is so significantly better than anything else that was tested.
- Lioyd_Irving
- Posts: 427
- Joined: Fri Dec 07, 2007 1:47 am
- Location: Southtown
Re: GZDoom Performance Problem
Crude:Project Dark Fox wrote:Though I fail to see what's "crude" about a straight answer. >>;
Straight:vid_fps
The CVAR is vid_fps.
(Alright, now I'll shut up.)
Re: GZDoom Performance Problem
I don't have all the bench information. But I just tested 1.3.11 and I was getting 39-41fps on map09 hc20.
I'm going to need more time to do these benchmarks when I get a chance. So I guess I will gradually give you benchmarks on what you want tested.
I'm going to need more time to do these benchmarks when I get a chance. So I guess I will gradually give you benchmarks on what you want tested.
Re: GZDoom Performance Problem
GZDoom 1.3.13 beta, I got 47-48fps at hc20 map09. Awesome work Graf!
Re: GZDoom Performance Problem
Tested the latest beta (1.3.13) with hexen, I tried to see if "use shaders for lights" finally worked this time (before it just removed all the dynamic lights!) It still doesn't seem to have any good effects though. Random areas of the map gets this black color and there's a huge fps drop when looking at certain directions, here's a screenshot:
http://img253.imageshack.us/img253/572/ ... 091113.png
I tried Cold as Hell again on the airplane. 25-28 fps with the new beta, while previously I had 22-25.
I haven't tried hc20 yet, should do it sometime.
http://img253.imageshack.us/img253/572/ ... 091113.png
I tried Cold as Hell again on the airplane. 25-28 fps with the new beta, while previously I had 22-25.
I haven't tried hc20 yet, should do it sometime.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom Performance Problem
Ok, so the feature doesn't work with ATI. Too bad. I'll leave it in anyway because it works great on NVidia. I'll investigate a better method later but everything I can think of right now is prohibitive in terms of maintenance.
Re: GZDoom Performance Problem
Maybe I'm just not good at searching, but I can't find anywhere an explenation of what the various stats are when using stat rendertimes..
W, F, S - are those walls, flats?? are all values in milliseconds?
Why does total be more than all the other values combined?
I'd like to know what each of the values mean - so I can analyse them
W, F, S - are those walls, flats?? are all values in milliseconds?
Why does total be more than all the other values combined?
I'd like to know what each of the values mean - so I can analyse them
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom Performance Problem
Those values measure separate parts of the OpenGL render code, they do not add up because some numbers are the sum of others.
To understand them a bit you have to know that the GL renderer is running two passes: A setup pass and a render pass. This is necessary because some data needs to be sorted and other stuff needs to be rendered in a specific order.
For a normal user most of what gets displayed there is rather meaningless, this is there so that I can check of certain code changes affect performance.
To understand them a bit you have to know that the GL renderer is running two passes: A setup pass and a render pass. This is necessary because some data needs to be sorted and other stuff needs to be rendered in a specific order.
For a normal user most of what gets displayed there is rather meaningless, this is there so that I can check of certain code changes affect performance.