LZDoom 3.87c 01/24 released

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Re: LZDoom 3.82 'rogue' 07/19 released

Postby drfrag » Thu Sep 26, 2019 7:30 am

I wanted to make a performance comparison but guess what? Now the Vulkan backend crashes, may be after i updated my drivers last time.
This is a modern AMD Radeon R2, at least the OpenGL drivers work. :P
Will investigate it later.
Edit: crashes in the Vulkan AMD driver of course, now i suspect the windows update to 1803. Also i've noticed a new delay at startup, i need to update the driver again.
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby Kamil » Thu Sep 26, 2019 8:17 am

Using GZDoom 3.7.1 and 3.7.2 Vintage, I was able to play Hell Ground and Epic 2 normally with PB on a shitty laptop.
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby drfrag » Thu Sep 26, 2019 9:53 am

I don't think it's related to the engine itself but some driver or windows change. Can't be that much of a difference. Did you try the latest vintage devbuild?

Fixed after updating the driver. This is PAR E1M6 @1366x768 on my Radeon R2.
Code: Select allExpand view
GZDoom 4.2.1 Vulkan
Map e1m6: "Central Processing",
x = 500.0000, y = -1700.0000, z = 169.0000, angle = 90.0000, pitch = 0.0000
Walls: 2665 (0 splits, 69 t-splits, 6900 vertices)
Flats: 653 (657 primitives, 48206 vertices)
Sprites: 314, Decals=0, Portals: 0, Command buffers: 3
BSP = 0.819, Clip=2.687
W: Render=4.618, Setup=1.510
F: Render=1.285, Setup=0.172
S: Render=0.687, Setup=0.374
2D: 2.248 Finish3D: 0.005
Main thread total=3.543, Main thread waiting=0.037 Worker thread total=3.496, Worker thread waiting=1.440
All=17.358, Render=6.719, Setup=3.583, Portal=0.000, Drawcalls=1.680, Postprocess=0.124, Finish=6.823
DLight - Walls: 2598 processed, 1715 rendered - Flats: 2576 processed, 855 rendered
46 fps

GZDoom 4.2.1 OpenGL
Map e1m6: "Central Processing",
x = 500.0000, y = -1700.0000, z = 169.0000, angle = 90.0000, pitch = 0.0000
Walls: 2665 (0 splits, 69 t-splits, 6900 vertices)
Flats: 653 (657 primitives, 48206 vertices)
Sprites: 314, Decals=0, Portals: 0, Command buffers: 0
BSP = 0.885, Clip=1.622
W: Render=13.031, Setup=1.513
F: Render=4.949, Setup=0.158
S: Render=2.273, Setup=0.366
2D: 0.705 Finish3D: 0.392
Main thread total=2.637, Main thread waiting=0.129 Worker thread total=2.591, Worker thread waiting=0.554
All=27.442, Render=20.372, Setup=2.678, Portal=0.000, Drawcalls=12.302, Postprocess=0.220, Finish=3.829
DLight - Walls: 2598 processed, 1722 rendered - Flats: 2576 processed, 857 rendered
32 fps

LZDoom 3.83pre
Map e1m6: "Central Processing",
x = 500.0000, y = -1700.0000, z = 169.0000, angle = 90.0000, pitch = 0.0000
Walls: 2665 (0 splits, 69 t-splits, 6900 vertices)
Flats: 422 (4819 primitives, 23358 vertices)
Sprites: 315, Decals=0, Portals: 0
W: Render=11.956, Setup=1.407, Clip=1.647
F: Render=10.395, Setup=0.078
S: Render=3.280, Setup=0.516
All=36.725, Render=25.981, Setup=6.268, BSP = 2.605, Portal=0.000, Drawcalls=14.944, Postprocess=0.370, Finish=3.564
DLight - Walls: 2636 processed, 13424 rendered - Flats: 14479 processed, 0 rendered
Missing textures: 4 upper, 0 lower, 0.012 ms
27 fps
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby Graf Zahl » Thu Sep 26, 2019 10:18 am

That's one nice difference in performance Vulkan provides here. It's also clear that the changed flat rendering that prompted the vintage build is really beneficial on this card.
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby Kamil » Thu Sep 26, 2019 11:16 am

The latest vintage builds of GZDoom do not work well; The same goes for LZDoom. I got the best performance from 3.7.1 and 3.7.2. Unfortunately that's all :(
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Joined: 21 Sep 2019
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Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.82 'rogue' 07/19 released

Postby Graf Zahl » Thu Sep 26, 2019 11:29 am

If you get the best performance from those versions, the legacy builds won't help you, they are made for older hardware and are missing crucial optimizations that improve performance on more recent systems. In that case your only way forward is GZDoom 4.x.
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby Kamil » Thu Sep 26, 2019 11:57 am

On Nvidia gtx750ti and Intel g3220-LZDoom works perfectly at maximum settings in Project Brutality 3.0. I don’t see any reason for myself to install a new GZDoom due to poor font and mess in the menu. For many years I got used to the classical order.
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Operating System: Windows Vista/7/2008 64-bit
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby drfrag » Thu Sep 26, 2019 11:58 am

He's talking about his HD 7660m now.
I was referring to this build: gzdoom-x64-g3.9vpre75-161-g5bddb21bf.7z. Is it also slower?

Still Planisphere 2 is not playable here, it's an extreme case and there's a massive performance difference when the render cull options kick in. With the default at 8000 units a few buildings in the distance disappear.
Screenshot_Doom_20190926_191204.jpg

Code: Select allExpand view
GZDoom 4.2.1 OpenGL
Map map01: "Entryway",
x = -10000.0000, y = -4000.0000, z = 33.0000, angle = -52.7344, pitch = 0.0000
Walls: 19124 (0 splits, 0 t-splits, 43300 vertices)
Flats: 1556 (1594 primitives, 126962 vertices)
Sprites: 1185, Decals=0, Portals: 1, Command buffers: 0
BSP = 6.170, Clip=11.597
W: Render=67.917, Setup=11.334
F: Render=8.357, Setup=0.886
S: Render=10.706, Setup=1.742
2D: 0.420 Finish3D: 0.238
Main thread total=19.028, Main thread waiting=1.261 Worker thread total=18.963, Worker thread waiting=5.001
All=112.133, Render=87.428, Setup=19.626, Portal=0.226, Drawcalls=55.915, Postprocess=0.295, Finish=3.885
DLight - Walls: 691 processed, 502 rendered - Flats: 905 processed, 557 rendered
8 fps

LZDoom 3.83pre
Map map01: "entryway",
x = -10000.0000, y = -4000.0000, z = 33.0000, angle = -52.8223, pitch = 0.0000
Walls: 3169 (0 splits, 0 t-splits, 6296 vertices)
Flats: 285 (1771 primitives, 10080 vertices)
Sprites: 111, Decals=0, Portals: 1
W: Render=9.118, Setup=1.462, Clip=2.034
F: Render=2.916, Setup=0.113
S: Render=1.767, Setup=0.430
All=24.201, Render=14.497, Setup=4.859, BSP = 0.815, Portal=0.146, Drawcalls=9.526, Postprocess=0.228, Finish=4.151
DLight - Walls: 74 processed, 392 rendered - Flats: 196 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
37 fps
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drfrag
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby Kamil » Thu Sep 26, 2019 12:02 pm

On these assemblies, vanilla Doom does not work smoothly :(
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Joined: 21 Sep 2019
Discord: @Kamil#8122
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.82 'rogue' 07/19 released

Postby drfrag » Thu Sep 26, 2019 12:23 pm

Sorry, that do you mean? The classic software renderer? Which map?
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby Kamil » Thu Sep 26, 2019 12:27 pm

In the latest vintage builds, GZDoom-Doom 2 is jerky and no smooth at all
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Joined: 21 Sep 2019
Discord: @Kamil#8122
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby drfrag » Thu Sep 26, 2019 12:40 pm

So you mean the GL renderer? The one i mentioned earlier is even a Release build. I get 110-120 fps on all of them @1366 (latest, 3.7.2 and LZDoom), that's MAP01.
You've probably messed something up in your configuration (ini).
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby Kamil » Thu Sep 26, 2019 12:47 pm

What are your settings? I need advice on how to properly configure LZDoom or GZDoom Vintage
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Discord: @Kamil#8122
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.82 'rogue' 07/19 released

Postby drfrag » Thu Sep 26, 2019 12:53 pm

Just don't change too many things. Try the old version to check if it's still fast to ensure it's not something wrong with your system. Then rename the ini and start configuring it again.
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Re: LZDoom 3.82 'rogue' 07/19 released

Postby leodoom85 » Thu Sep 26, 2019 6:47 pm

May I suggest to try the first map of Slaughter Spectrum for benchmark and stuff? it might help to digest more info about the limits of the build in PC's.
And please, don't try to play that map with any mod. Trust me.
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