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Re: [WIP] DoomCenterAdvance2

Posted: Wed Sep 17, 2014 2:55 am
by Captain J
maybe they must be a first-class richies or funders who has or bought the fast and good arse computer, i presume.

Re: [WIP] DoomCenterAdvance2

Posted: Wed Sep 17, 2014 4:10 am
by Par9000
Spoiler:

Re: [WIP] DoomCenterAdvance2

Posted: Wed Sep 17, 2014 9:28 pm
by wildweasel
Nash wrote:Who are all these people voting that this map doesn't lag? Man y'all better not complain when people start making huge and complex OpenGL-exclusive projects...
I must have run around this level for half an hour and didn't detect a single hint of performance loss. Was running a semi-recent GZDoom devbuild, all OpenGL options enabled save for the texture filtering and upscaling features, 1600x900 windowed.

Specs:
AMD Phenom II X4 955 Black Edition @3.2 GHz
EVGA Nvidia Geforce 460 GTX SE w/1GB VRAM
4 GB of DDR3-1333 RAM
Win 7 Professional
And a handful of programs running in the background!

Re: [WIP] DoomCenterAdvance2

Posted: Thu Sep 18, 2014 1:09 am
by SamVision
Holy shit dude, are you actually planning on completing this behemoth?

Re: [WIP] DoomCenterAdvance2

Posted: Thu Sep 18, 2014 3:08 am
by Captain J
yes he is, and he seems very hopeful.

Re: [WIP] DoomCenterAdvance2

Posted: Thu Sep 18, 2014 7:00 am
by Nash
wildweasel wrote:
Nash wrote:Who are all these people voting that this map doesn't lag? Man y'all better not complain when people start making huge and complex OpenGL-exclusive projects...
I must have run around this level for half an hour and didn't detect a single hint of performance loss. Was running a semi-recent GZDoom devbuild, all OpenGL options enabled save for the texture filtering and upscaling features, 1600x900 windowed.

Specs:
AMD Phenom II X4 955 Black Edition @3.2 GHz
EVGA Nvidia Geforce 460 GTX SE w/1GB VRAM
4 GB of DDR3-1333 RAM
Win 7 Professional
And a handful of programs running in the background!
Here are my specs:

Intel i7 920 @ 2.67 GHz
nvidia GTX 460
3 GB DDR3 @ 1333 MHz

I don't know about AMD processors but if your processor is better than mine, then that would explain why you get no FPS drops at all; considering how CPU-bound GZDoom is...

(oh and I play in 1920 x 1200 fullscreen)

Re: [WIP] DoomCenterAdvance2

Posted: Thu Sep 18, 2014 9:06 am
by Blue Shadow
Has anyone, with the hardware support, tried this with the new GZDoom version of 2.0.3 (or better yet, try the latest development build, as it has more fixes)? Who knows, you might get a bit of framerate boost, due to the new renderer...

Re: [WIP] DoomCenterAdvance2

Posted: Thu Sep 18, 2014 10:47 am
by Nash
Blue Shadow wrote:Has anyone, with the hardware support, tried this with the new GZDoom version of 2.0.3 (or better yet, try the latest development build, as it has more fixes)? Who knows, you might get a bit of framerate boost, due to the new renderer...
Wow! My FPS doubled with GZDoom 2.0.03. Evidence:

Image

^ 22 FPS

Image

^ 44 FPS!

I'm floating at the spot where the map lags the worst for me.

Re: [WIP] DoomCenterAdvance2

Posted: Fri Sep 19, 2014 12:59 am
by Zeberpal
So there was 1 area in this demo, and it was surrounded by impassible closing lines. I'm about to make 10 more areas like that.

Image Would engine have to render/remember all textures, things, dynamic lights of each area, even if Player is not in relative areas? If it does, it would probably ruin the whole project.

Re: [WIP] DoomCenterAdvance2

Posted: Fri Sep 19, 2014 3:34 am
by Captain J
10 more areas? my computer will never stand a chance with it, either fancy ones.

Re: [WIP] DoomCenterAdvance2

Posted: Sun Sep 21, 2014 10:29 am
by Nash
Is there a particular reason you are creating so many 64x64 sectors in this map? The entire map has a sector count of 4161 and I suspect this is also what's killing the performance.

Re: [WIP] DoomCenterAdvance2

Posted: Sun Sep 21, 2014 1:51 pm
by Zeberpal
That's what cause floorlook lag most likely... Well, remember, it's GTA2 map. Basically I just make a complete copy from that (except for heights). Most of them are joined sectors, I thought that would reduce lag.
On another bad note. My GZDB can't handle 10 more areas(I copied first area ten times), says not enough memory(16gbram). So I had no chance to see how GZ would launch map. I have not yet decided what to do next.

Re: [WIP] DoomCenterAdvance2

Posted: Mon Sep 22, 2014 3:04 am
by Nash
You should merge all those unecessary 64x64 blocks into logical shapes. For example, a long street doesn't need to be made up of 64x64 blocks when you can do one long one 256x128 (for example)... too many sectors are DEFINITELY causing slowdown issues (I have proven this theory in an oooold post here where I generated thousands of 128x128 sectors and it was super slow but as soon as the player looked away, the performance was normal).

Re: [WIP] DoomCenterAdvance2

Posted: Fri Oct 03, 2014 2:48 pm
by Shadez12
This mod...its beautiful...
Image
...And its only a tech demo so far.

Re: [WIP] DoomCenterAdvance2

Posted: Fri Oct 03, 2014 4:55 pm
by Shadez12
Blue Shadow wrote:Has anyone, with the hardware support, tried this with the new GZDoom version of 2.0.3 (or better yet, try the latest development build, as it has more fixes)? Who knows, you might get a bit of framerate boost, due to the new renderer...
Its a shame i cant run GZDoom 2.0.3 since my Intel HD Graphics card doesnt support OpenGl 4.0...