Doom: The Golden Souls 3 - Demo 2 out | Story Trailer out!

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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby SyntherAugustus » Tue Aug 11, 2020 7:36 pm

Performance is certainty better in Serenity Shrine now, but even with my rig, I can't hit a constant 60fps with extra light effects set to 1 or 2. I manage 50-55 currently with it set to 1 and 35-40 with it set to 2.

Core i7-8700k
Geforce RTX 2080 super

I think it's engine related at this point. I tried dropping to 1080p from 4k and still no difference.

edit: What else does that parameter do besides the floating lights in that map?
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Batandy » Wed Aug 12, 2020 12:29 am

blackfish wrote:Performance is certainty better in Serenity Shrine now, but even with my rig, I can't hit a constant 60fps with extra light effects set to 1 or 2. I manage 50-55 currently with it set to 1 and 35-40 with it set to 2.

Core i7-8700k
Geforce RTX 2080 super

I think it's engine related at this point. I tried dropping to 1080p from 4k and still no difference.

edit: What else does that parameter do besides the floating lights in that map?

Every light source is affected by that parameter, including regular torches and the street lamps in the hub, plus the firebars
in the temple.

And yeah it’s a bottleneck caused by the bsp renderer which notoriously struggles with open areas. Best thing I can do is further optimize certain actors to squeeze a few more fps, but other than that, my hands are tied.
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby siealex » Wed Aug 12, 2020 4:34 pm

Windmill Acres: how to get one of the big coins, the one on top of a tower? The only way I found is an extremely precise jump onto the tallest fir tree near the tower, then a combination of two jumps from that tree to get on the tower roof. Is this way intended?
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Batandy » Wed Aug 12, 2020 11:35 pm

siealex wrote:Windmill Acres: how to get one of the big coins, the one on top of a tower? The only way I found is an extremely precise jump onto the tallest fir tree near the tower, then a combination of two jumps from that tree to get on the tower roof. Is this way intended?

Yes
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby siealex » Thu Aug 13, 2020 6:34 pm

Wow, it's very hard to spot. Usually I don't consider trees as objects for standing or jumping. Maybe... there was one place in GS2, in Sunny Seaside or in Port Paradise (I don't remember exactly) at the very beginning of the map, but no other examples...
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Batandy » Fri Aug 14, 2020 2:05 am

siealex wrote:Wow, it's very hard to spot. Usually I don't consider trees as objects for standing or jumping. Maybe... there was one place in GS2, in Sunny Seaside or in Port Paradise (I don't remember exactly) at the very beginning of the map, but no other examples...

You can climb on any actor in this mod, it's all fair game. You can even climb Cacodemons if you want even though it'll never be a requirement to progress.
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Captain J » Fri Aug 14, 2020 5:56 am

It's actually a good, strategic ancient cheese if you want to progress extra faster. Collecting was swimmingly easier in GS2 thanks to climbing on things.

And speaking of hopping on Cacodemons, i wonder if it'll be a secret challenge thing in later levels.
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby siealex » Mon Aug 17, 2020 11:36 am

Serenity Shrine is a real masterpiece! But... not everyone has a GTX 1080, many of us live without any video card at all...
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby siealex » Mon Aug 17, 2020 4:25 pm

Is it possible to include the following setting directly into the mod file (also in GS1, GS2)?
Allow Autoaim = OFF
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Batandy » Tue Aug 18, 2020 2:36 pm

siealex wrote:Is it possible to include the following setting directly into the mod file (also in GS1, GS2)?
Allow Autoaim = OFF


No, because it's a user setting. However there is a flag to disable autoaim on weapons, and i'm considering it.
When I wanted to disable autoaim on weapons in GS2 I got a lot of backlash so I ended up not doing it, but at this point it's becoming more and more necessary since it completely breaks the intended behavior of the guns.
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Sinael » Wed Aug 19, 2020 2:25 am

As many people before me have said, something has to be done about the Serenity Shrine.
On Core i7-3770 with GTX 1080ti, at 1080p it gives me 25-30 fps with ALL light effects completely disabled (both in GS menu and even basic dynamic lights), and everything else tuned for maximum performance, on Vulkan renderer. Reducing resolution does nothing. Maybe introduce an option for reduced amount of decorations, or setting at least some models (for pickups for example) to sprites again? I mean I can play Horizon Zero Dawn at all ultra at 1080p with 60 fps, but this map gives me 35 tops if I look away from the main zone.
Last edited by Sinael on Thu Aug 20, 2020 2:38 pm, edited 1 time in total.
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Batandy » Wed Aug 19, 2020 3:10 am

Sinael wrote:As many people before me have said, something has to be done about the Serenity Shrine.
On Core i7-6700 with GTX 1080ti, at 1080p it gives me 25-30 fps with ALL light effects completely disabled (both in GS menu and even basic dynamic lights), and everything else tuned for maximum performance, on Vulkan renderer. Reducing resolution does nothing. Maybe introduce an option for reduced amount of decorations, or setting at least some models (for pickups for example) to sprites again? I mean I can play Horizon Zero Dawn at all ultra at 1080p with 60 fps, but this map gives me 35 tops if I look away from the main zone.

Can't do, it's not tanking because of the actors, it's because of the BSP renderer having to work with a really huge area. The only solution would be completely remaking the entire map, which is something i'm not planning to do anytime soon given how much time it took for me to complete it.

35 fps are a bit low even for this map though, you sure you're not running some extra options (Like AO set to max) that are tanking down your framerate right? I had playtesters get that same performance with much weaker builds.
Now that I think of it, have you checked if your FPS is capped to 35 fps? During testing it happened to one person that for some reason their FPS was capped with Vulkan, give "cl_capfps false" a try.
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Sinael » Wed Aug 19, 2020 2:20 pm

As I said, all options for maximum performance, no FPS caps.Vulkan renderer (it actually makes no difference as I tried it with both OpenGL and Vulkan and got same performance) It is not solid 35, it jumps anywhere between 20 and 50 (on the edge of the map, looking away from the centre) , but its 30-35 most of the time. All post processing is disabled. No Multisampling. Rendering set to "speed". Previous map gave ~100-120 fps. This one dips down during fights to the unplayable levels. IDK what, but something has to be done, otherwise very few people would actually find the map playable.
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Batandy » Thu Aug 20, 2020 1:10 pm

After some testing with the help of my playtesters, I've released a new hotfix version of the Demo!
This version includes LODs for foliage and simplified map geometry in Serenity Shrine! Playtesters have experienced a noticeable FPS increase!
Image

LODS are also enabled for the first map's foliage, so that map has received a significant fps boost as well, you can toggle the setting in Golden Souls 3 Options!
Putting it to 0 completely removes foliage and extra light effects, while 2 enables them across the entire map!

Get it here: https://batandy.itch.io/goldensouls3
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Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Postby Sinael » Thu Aug 20, 2020 2:10 pm

Ok whatever you did gave me FPS boost of ~10 fps on map01, but also FPS hit on map03, now my FPS there is ~32 instead of 35.
ALSO it gave me severe hitching issues, as if my game skips a few frames every other second. So now the whole mod is pretty much completely unplayable.
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