GZDoom Performance Problem

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
PlayerLin
Posts: 580
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

Post by PlayerLin »

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! :P
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. :p
User avatar
Lioyd_Irving
Posts: 427
Joined: Fri Dec 07, 2007 1:47 am
Location: Southtown

Re: GZDoom Performance Problem

Post by Lioyd_Irving »

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. :p
AHA! Uh...well, aha. Now to find the name of the command so I can be permanently reminded of how much my computer sucks. :mrgreen:
User avatar
PlayerLin
Posts: 580
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

Post by PlayerLin »

Lioyd_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. :mrgreen:
:3

Hmm... I just remember how stupidly I was asked why can't make it as an option on ZDoom/GZDoom...... :bang:
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: GZDoom Performance Problem

Post by TheDarkArchon »

Lioyd_Irving wrote:
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. :p
AHA! Uh...well, aha. Now to find the name of the command so I can be permanently reminded of how much my computer sucks. :mrgreen:
vid_fps 1
User avatar
Lioyd_Irving
Posts: 427
Joined: Fri Dec 07, 2007 1:47 am
Location: Southtown

Re: GZDoom Performance Problem

Post by Lioyd_Irving »

TheDarkArchon wrote:vid_fps 1
Crude and to the point as always, Arch. :p Thanks
User avatar
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

Post by Project Shadowcat »

That's how some of us roll.

Though I fail to see what's "crude" about a straight answer. >>;
User avatar
PlayerLin
Posts: 580
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

Post by PlayerLin »

Damn... I failed to get Lioyd_Irving was asked about what command to display fps value... my fault... :oops:
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom Performance Problem

Post by Graf Zahl »

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.
User avatar
Lioyd_Irving
Posts: 427
Joined: Fri Dec 07, 2007 1:47 am
Location: Southtown

Re: GZDoom Performance Problem

Post by Lioyd_Irving »

Project Dark Fox wrote:Though I fail to see what's "crude" about a straight answer. >>;
Crude:
vid_fps
Straight:
The CVAR is vid_fps.
:p
(Alright, now I'll shut up.)
User avatar
TIHan
Posts: 81
Joined: Mon Aug 13, 2007 7:10 am

Re: GZDoom Performance Problem

Post by TIHan »

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.
User avatar
TIHan
Posts: 81
Joined: Mon Aug 13, 2007 7:10 am

Re: GZDoom Performance Problem

Post by TIHan »

GZDoom 1.3.13 beta, I got 47-48fps at hc20 map09. Awesome work Graf!
User avatar
Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

Re: GZDoom Performance Problem

Post by Dancso »

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.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom Performance Problem

Post by Graf Zahl »

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.
User avatar
camaxide
Posts: 382
Joined: Thu Jun 11, 2015 8:38 am

Re: GZDoom Performance Problem

Post by camaxide »

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 :)
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom Performance Problem

Post by Graf Zahl »

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.
Post Reply

Return to “General”