by phantombeta » Wed Jan 09, 2019 12:06 pm
Hardware is an i7 7700K CPU (running at stock clock), an EVGA GTX 1060 SSC and 16GB of Corsair Vengeance LPX DDR4 RAM
1.8.6 Software: 880~894 FPS
1.8.6 OpenGL: ~3160 FPS
3.7.1 Carmack Software: ~1000 FPS
3.7.1 Truecolour Carmack Software: ~726 FPS
3.7.1 Softpoly: ~920 FPS
3.7.1 Truecolour Softpoly: ~880 FPS
3.7.1 OpenGL: ~2220 FPS
All on the start of Doom 2 MAP01, at 640x480
This is what I get on Frozen Time's bridge scene, though: (X: 4684 Y: 6144 Z: 328, specifically, since exact XYZ coords matter)
1.8.6 OpenGL, dynamic lights enabled: ~56 FPS
1.8.6 OpenGL, dynamic lights disabled: ~60 FPS
3.7.1 OpenGL, dynamic lights enabled: ~65 FPS
3.7.1 OpenGL, dynamic lights disabled: ~70 FPS
So, as you can see, on maps made for GZDoom, the modern 3.x OpenGL renderer will most certainly beat the old GL 2.x renderer.
Hardware is an i7 7700K CPU (running at stock clock), an EVGA GTX 1060 SSC and 16GB of Corsair Vengeance LPX DDR4 RAM
1.8.6 Software: 880~894 FPS
1.8.6 OpenGL: ~3160 FPS
3.7.1 Carmack Software: ~1000 FPS
3.7.1 Truecolour Carmack Software: ~726 FPS
3.7.1 Softpoly: ~920 FPS
3.7.1 Truecolour Softpoly: ~880 FPS
3.7.1 OpenGL: ~2220 FPS
All on the start of Doom 2 MAP01, at 640x480
This is what I get on Frozen Time's bridge scene, though: (X: 4684 Y: 6144 Z: 328, specifically, since exact XYZ coords matter)
1.8.6 OpenGL, dynamic lights enabled: ~56 FPS
1.8.6 OpenGL, dynamic lights disabled: ~60 FPS
3.7.1 OpenGL, dynamic lights enabled: ~65 FPS
3.7.1 OpenGL, dynamic lights disabled: ~70 FPS
So, as you can see, on maps [i]made[/i] for GZDoom, the modern 3.x OpenGL renderer will most certainly beat the old GL 2.x renderer.