GZDoom Performance Problem

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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scalliano
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Re: GZDoom Performance Problem

Post by scalliano »

Just updated my drivers - massive improvement. Cheers!
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TIHan
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Re: GZDoom Performance Problem

Post by TIHan »

I tested -sm2 in command line. I got a small boost of about 3-4 fps right at spawn in hc2 map09.

I also did "stat renderstats". Here is a picture. Resolution is a bit lower so I got a small increase in FPS from 33 to 36-37.
GZDoom r511
Image
Last edited by TIHan on Fri Oct 09, 2009 9:54 am, edited 1 time in total.
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TIHan
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Re: GZDoom Performance Problem

Post by TIHan »

Also, here is the startup log.
GZDoom r511

Code: Select all

Log started: Fri Oct 09 11:50:33 2009

W_Init: Init WADfiles.
 adding C:/Users/TIHan/Desktop/Games/Doom/GZDoom/gzdoom.pk3, 536 lumps
 adding ./doom2.wad, 2919 lumps
 adding hc20.wad, 1190 lumps
I_Init: Setting up machine state.
CPU Speed: 3215 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Phenom(tm) II X4 955 Processor
  Family 16 (16), Model 4, Stepping 2
  Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.09
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Patch installed
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 4870 X2 
GL_VERSION: 2.1.8918
GL_SHADING_LANGUAGE_VERSION: 1.40
GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
WGL_EXTENSIONS: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association 
Support for non power 2 textures enabled.
Occlusion query enabled.
Init Shader 'Default::colormap':
Fragment shader(s) linked, vertex shader(s) linked. 
 
Resolution: 1920 x 1080
]map map09



map09 - hobb's end horror

]quit
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Graf Zahl
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Re: GZDoom Performance Problem

Post by Graf Zahl »

This all looks normal. Can you do another screenshot with 'stat rendertimes'? There's something weird going on and if -sm2 doesn't help it's definitely not a shader problem. 4fps difference is ok. Maybe when I see where the time is spent I get an idea.
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TIHan
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Re: GZDoom Performance Problem

Post by TIHan »

Image
Some of these numbers tend to fluctuate randomly.
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Graf Zahl
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Re: GZDoom Performance Problem

Post by Graf Zahl »

Those values for Render behind W: and F: don't look good. It appears that something on your card stalls the rendering pipeline. Normally they should be around 2ms for flats and 4 ms for walls with some time added to 'finish'.
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phi108
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Re: GZDoom Performance Problem

Post by phi108 »

I'm guessing that -sm2 is the same as setting all shader options off in the menu?

How much might brightmaps affect performance? would that only be a problem if there are a bunch of brightmaps displayed at once?
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TIHan
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Re: GZDoom Performance Problem

Post by TIHan »

I'm using AMD's latest Catalyst driver 9.9. I'm gonna try and see if upgrading to a beta 9.10 changes anything.

Edit: Upgraded, no change in performance :(

Edit2: I don't know if this can help, but this is some documentation on ATI and performance tuning.http://developer.amd.com/media/gpu_asse ... Tuning.pdf
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TIHan
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Re: GZDoom Performance Problem

Post by TIHan »

Image

Sorry for a big image.
This is on my 9600gt running on 181.71. I can't upgrade to higher drivers due it newer drivers breaking PhysX support with ATI cards.
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Dancso
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Re: GZDoom Performance Problem

Post by Dancso »

Actually I too have noticed that ATI cards seem to perform worse with GZDoom than Nvidia cards. I "upgraded" from a 7600GS to a HD 4730 and performance didn't seem to increase, not by a lot. And with that I mean maps that previously lagged too.
I also have this interesting bunch of (error?) lines on startup, SINCE i got my new card, I didn't even change my skins folder/autoload content since then.
Spoiler: Logfile
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Graf Zahl
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Re: GZDoom Performance Problem

Post by Graf Zahl »

The warnings in your log are harmless. My shaders are created out of separate source files so there's a few variables that are not used in all shaders.

My problem with ATI is that I don't have an ATI card. I can't study the ATI specific bottlenecks so I can't see while developing if certain code has problems there.

In general, last time I asked for benchmark info, I got a lot of NVidia data but very little ATI - and what I got was for older hardware. So it's hardly surprising that the engine is better optimized for NVidia.
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TIHan
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Re: GZDoom Performance Problem

Post by TIHan »

Is there any way other way you can optimize GZDoom for ATI without a card?

If you really need a card, here is a low-mid-range one for cheap http://www.newegg.com/Product/Product.a ... 6814150393. It's part of the 4000 series.
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randi
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Re: GZDoom Performance Problem

Post by randi »

He's in Germany, so I don't think a Newegg link will do much good.
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Graf Zahl
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Re: GZDoom Performance Problem

Post by Graf Zahl »

Has the performance changed in any way since the last official release? There were some extensive architectural changes in the GL code and I'd like to know if they may be the cause for this performance issue.
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TIHan
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Re: GZDoom Performance Problem

Post by TIHan »

Testing GZDoom 1.2.0.1, at map09 hc20, I was getting 40FPS at 1920x1080 on my ATI. Newer GZDoom revisions its around 32-33FPS.
Last edited by TIHan on Sun Oct 11, 2009 12:48 pm, edited 1 time in total.
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