3D floors ... again (impossible comes true)
Moderator: GZDoom Developers
Re: 3D floors ... again (impossible comes true)
It seems to be working pretty nicely too. For those who want to try it, there is a build of r3125 on the DRD server:
http://svn.drdteam.org/zdoom/
I tried the Inca HQ level myself and the lowest frame rate I got was 12 (standing in front of the house): slow but not totally unplayable. Most of the time, however, for me the frame rate was between 20 and 40 when in and around the house and, of course, as soon as the house was out of view, the frame rate jumped considerably (to around 140-150 fps). So, yeah, that level does have a significant impact on the frame rate. However, its not really playable in Zdoom anyway what with all the models and sloped 3D floors gone but it's an interesting thing to check anyway. A level made explicitly for Zdoom (rather than GZDoom) will be able to make much more effective use of 3D floors in its intended port.
http://svn.drdteam.org/zdoom/
I tried the Inca HQ level myself and the lowest frame rate I got was 12 (standing in front of the house): slow but not totally unplayable. Most of the time, however, for me the frame rate was between 20 and 40 when in and around the house and, of course, as soon as the house was out of view, the frame rate jumped considerably (to around 140-150 fps). So, yeah, that level does have a significant impact on the frame rate. However, its not really playable in Zdoom anyway what with all the models and sloped 3D floors gone but it's an interesting thing to check anyway. A level made explicitly for Zdoom (rather than GZDoom) will be able to make much more effective use of 3D floors in its intended port.
Re: 3D floors ... again (impossible comes true)
This works very well, great work!
But I have found one crash prone area in ZPortal map03. (This section needs you to look higher than ZDoom allows, so I just used the fly cheat) There are many floors stacked so you have to zigzag up to press a button at the top to open a door at the bottom. It crashes for me either randomly while moving, or when I press the top button, or open the console, or change from windowed to fullscreen. Below is that section of map I cut out and zipped (Map03), and a crashlog I got while changing to fullscreen with this map fragment.
There is also some rendering oddity around the lowest 3D floor. Maybe this setup is just pushing the ZDoom 3D floor limits (and it's obviously meant for GZDoom's full freelooking).
But I have found one crash prone area in ZPortal map03. (This section needs you to look higher than ZDoom allows, so I just used the fly cheat) There are many floors stacked so you have to zigzag up to press a button at the top to open a door at the bottom. It crashes for me either randomly while moving, or when I press the top button, or open the console, or change from windowed to fullscreen. Below is that section of map I cut out and zipped (Map03), and a crashlog I got while changing to fullscreen with this map fragment.
There is also some rendering oddity around the lowest 3D floor. Maybe this setup is just pushing the ZDoom 3D floor limits (and it's obviously meant for GZDoom's full freelooking).
- Attachments
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3dzport.zip
- Section of ZPortal Map03
- (41.83 KiB) Downloaded 140 times
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CrashReport.zip
- Crash when using alt-enter to go to fullscreen
- (17.64 KiB) Downloaded 120 times
- Graf Zahl
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Re: 3D floors ... again (impossible comes true)
The 3D floor code doesn't like something about this map. It corrupts the memory somehow which unfortunately crashes long after the fact and is not easy to track down.
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Re: 3D floors ... again (impossible comes true)
That would be more likely, I'd think, if a 2.6.0 distribution is made soon.Graf Zahl wrote:Merged back into the trunk. Now let's see some maps using these 3D floors.
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Re: 3D floors ... again (impossible comes true)
no, please. Moar fixes, moar better!
- Graf Zahl
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Re: 3D floors ... again (impossible comes true)
There's 2 things that need to be resolved before 2.6.0, unfortunately both tasks for Randy.
There's one 3D floor problem as reported by phi108 above and the nodebuilder hang with one map in ZPack.
There's one 3D floor problem as reported by phi108 above and the nodebuilder hang with one map in ZPack.
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Re: 3D floors ... again (impossible comes true)
Minor problem: The textures for the 3D floor are determined by the model sector not by the pointer in the planeref structure, which right now is causing the floor texture to be rendered on the ceiling in the Doom 64 branch.
Re: 3D floors ... again (impossible comes true)
Tried stress-testing it with my highly abusive 3D floor rape map. It didn't fare too badly for the most part, averaging at least 20-30 FPS for the bulk of the 3D areas. But I did get it down to 5 FPS in a few places, heh. Very nice work, though.
Re: 3D floors ... again (impossible comes true)
Good lawdDooMAD wrote:Tried stress-testing it with my highly abusive 3D floor rape map. It didn't fare too badly for the most part, averaging at least 20-30 FPS for the bulk of the 3D areas. But I did get it down to 5 FPS in a few places, heh. Very nice work, though.

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Re: 3D floors ... again (impossible comes true)
*want to play*DooMAD wrote:[url=http://www.teamhellspawn.com/expanse_progress.gif]
Re: 3D floors ... again (impossible comes true)
Lol. Link ?DooMAD wrote:Tried stress-testing it with my highly abusive 3D floor rape map. It didn't fare too badly for the most part, averaging at least 20-30 FPS for the bulk of the 3D areas. But I did get it down to 5 FPS in a few places, heh. Very nice work, though.
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Re: 3D floors ... again (impossible comes true)
I've been seeing some interesting changes in the 3DFloors3 branch, can someone explain to me what is going on in particular with that branch? Optimization? Sloped 3D Floors? Rendering Fixes? All three?
Re: 3D floors ... again (impossible comes true)
Basically all three. The idea is to have a more robust method, so as to fix stuff like this.
Re: 3D floors ... again (impossible comes true)
Just curious, why is Randy the only one who can handle this?Graf Zahl wrote:unfortunately both tasks for Randy.
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Re: 3D floors ... again (impossible comes true)
Because Graf loks at the software renderer code and nearly suffers sensory shutdown?Sodaholic wrote:Just curious, why is Randy the only one who can handle this?
