The official "ZDoom on Mac OS X" thread.

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_mental_
 
 
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Re: The official "ZDoom on Mac OS X" thread.

Post by _mental_ »

cacouser wrote:I'm averaging 20 fps when looking at moderately complex scenes (like looking out the window in E1M1) on gzdoom on a sandy bridge macbook air. Is this normal? Anything I can do to increase the frame rate? I feel this machine should be able to do better than my old 486.
Hard to tell something useful if so small amount of details was given. What was the resolution, OpenGL settings, PWADs loaded, etc?
Better PM me your GZDoom.ini file from ~/Library/Application Support/GZDoom folder, I'll take a look.
In general, Intel HD 3000 is pretty slow, and this explains such a bad performance.
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cacouser
Posts: 17
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Re: The official "ZDoom on Mac OS X" thread.

Post by cacouser »

macfps.jpg

for instance. I'm using the binaries from here: https://github.com/alexey-lysiuk/gzdoom/releases


I should add, I really like the launcher interface (with automatic command options), hopefully that gets incorporated into the windows version too.

here's the .ini

Code: Select all

# This file was generated by GZDoom OSX-0.2.8 on Fri Jul 25 05:00:43 2014

# These are the directories to automatically search for IWADs.
# Each directory should be on a separate line, preceded by Path=
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=/Users/cacouser/progs/iwads/
Path=/Users/cacouser/Documents/GZDoom
Path=/Users/cacouser/Library/Application Support/GZDoom
Path=$PROGDIR
Path=/Library/Application Support/GZDoom

# These are the directories to search for wads added with the -file
# command line parameter, if they cannot be found with the path
# as-is. Layout is the same as for IWADSearch.Directories
[FileSearch.Directories]
Path=/Users/cacouser/Documents/GZDoom
Path=/Users/cacouser/Library/Application Support/GZDoom
Path=$PROGDIR
Path=/Library/Application Support/GZDoom
Path=$DOOMWADDIR

# Files to automatically execute when running the corresponding game.
# Each file should be on its own line, preceded by Path=

[Doom.AutoExec]
Path=/Users/cacouser/Library/Application Support/GZDoom/autoexec.cfg

[Heretic.AutoExec]
Path=/Users/cacouser/Library/Application Support/GZDoom/autoexec.cfg

[Hexen.AutoExec]
Path=/Users/cacouser/Library/Application Support/GZDoom/autoexec.cfg

[Strife.AutoExec]
Path=/Users/cacouser/Library/Application Support/GZDoom/autoexec.cfg

[Chex.AutoExec]
Path=/Users/cacouser/Library/Application Support/GZDoom/autoexec.cfg

# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]

# Wad files to automatically load depending on the game and IWAD you are
# playing.  You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under Doom.Autoload will be loaded for any version of Doom,
# but files listed under Doom2.Autoload will only load when you are
# playing Doom 2.

[Doom.Autoload]

[Doom1.Autoload]

[Doom2.Autoload]

[TNT.Autoload]

[Plutonia.Autoload]

[Freedoom.Autoload]

[Freedoom1.Autoload]

[FreeDM.Autoload]

[Heretic.Autoload]

[Hexen.Autoload]

[HexenDK.Autoload]

[HexenDemo.Autoload]

[Strife.Autoload]

[Chex.Autoload]

[Chex3.Autoload]

[UrbanBrawl.Autoload]

[Harmony.Autoload]

[LastRun]
Version=210

[GlobalSettings]
vid_aspect=0
vid_nowidescreen=false
vid_refreshrate=0
vid_vsync=1
vid_defbits=32
vid_defheight=900
vid_defwidth=1440
Gamma=1
statfile=zdoomstat.txt
savestatistics=0
snd_flipstereo=false
snd_channels=32
r_quakeintensity=1
r_columnmethod=1
cl_noprediction=false
telezoom=true
r_fakecontrast=1
chase_dist=90
chase_height=-8
gl_cachetime=0.6
gl_cachenodes=true
nomonsterinterpolation=false
png_gamma=0
png_level=5
screenshot_dir=
screenshot_type=png
screenshot_quiet=false
use_joystick=false
autosavecount=4
disableautosave=0
autosavenum=1
smooth_mouse=false
m_side=2
m_forward=1
m_yaw=1
m_pitch=1
lookstrafe=false
freelook=true
invertmouse=false
cl_run=true
demo_compress=true
save_dir=
longsavemessages=true
storesavepic=true
nofilecompression=false
cl_capfps=false
defaultiwad=doom
queryiwad=true
con_ctrl_d=
con_buffersize=-1
gus_memsize=0
midi_dmxgus=true
gus_patchdir=
midi_timiditylike=false
midi_voices=32
midi_config=timidity.cfg
opl_core=0
opl_numchips=2
timidity_frequency=22050
timidity_pipe=90
timidity_mastervolume=1
timidity_byteswap=false
timidity_8bit=false
timidity_stereo=true
timidity_reverb=0
timidity_chorus=0
timidity_extargs=
timidity_exe=timidity
snd_mididevice=-3
spc_amp=1.875
fluid_chorus_type=0
fluid_chorus_depth=8
fluid_chorus_speed=0.3
fluid_chorus_level=1
fluid_chorus_voices=3
fluid_reverb_level=0.57
fluid_reverb_width=0.76
fluid_reverb_damping=0.23
fluid_reverb_roomsize=0.61
fluid_threads=1
fluid_samplerate=0
fluid_interp=1
fluid_voices=128
fluid_chorus=true
fluid_reverb=true
fluid_gain=0.5
fluid_patchset=
mod_autochip_scan_threshold=12
mod_autochip_size_scan=500
mod_autochip_size_force=100
mod_autochip=false
mod_interp=1
mod_volramp=0
mod_samplerate=0
mod_dumb=true
snd_sfxvolume=1
snd_output=default
snd_buffersize=0
snd_samplerate=0
snd_musicvolume=0.5
snd_waterlp=250
snd_midipatchset=
snd_output_format=PCM-16
snd_speakermode=Auto
snd_resampler=Linear
snd_waterreverb=true
snd_hrtf=false
snd_buffercount=0
snd_driver=0
showendoom=0
gl_vid_multisample=0
bgamma=1
ggamma=1
rgamma=1
vid_asyncblit=true
vid_displaybits=8
macosx_additional_parameters=-file "/Users/cacouser/Downloads/nuts/nuts.wad"
vid_winscale=1
fullscreen=true
vid_maxfps=200
vid_renderer=1
mouse_capturemode=1
m_filter=false
m_noprescale=false
use_mouse=true
opl_fullpan=true
vid_tft=true
m_showinputgrid=false
m_show_backbutton=0
m_use_mouse=1
show_messages=true
mouse_sensitivity=1
gl_clamp_per_texture=false
gl_texture_format=0
gl_texture_filter=0
gl_texture_filter_anisotropic=4
gl_texture_hqresize_mt_height=4
gl_texture_hqresize_mt_width=16
gl_texture_hqresize_multithread=true
gl_texture_hqresize_targets=7
gl_texture_hqresize_maxinputsize=512
gl_texture_hqresize=0
vid_contrast=1
vid_brightness=0
gl_render_precise=false
gl_plane_reflection=true
r_mirror_recursions=4
gl_seamless=false
gl_render_segs=false
gl_mirror_envmap=true
vid_vsync_auto_fps=60
vid_vsync_auto_switch_frames=5
gl_texture_useshaders=true
gl_glow_shader=true
gl_brightmap_shader=false
gl_colormap_shader=false
gl_fog_shader=false
gl_warp_shader=false
gl_enhanced_nv_stealth=3
gl_billboard_particles=true
gl_billboard_mode=0
gl_particles_style=2
gl_sprite_blend=false
gl_spritebrightfog=false
gl_usecolorblending=true
gl_sky_detail=16
gl_usefb=false
gl_postprocess_shader=
gl_postprocess=0
gl_mask_sprite_threshold=0.5
gl_mask_threshold=0.5
gl_no_skyclear=false
gl_sort_textures=true
gl_distfog=70
gl_light_ambient=20
gl_lights_additive=false
gl_light_particles=true
gl_light_sprites=true
gl_lights_size=1
gl_lights_intensity=1
gl_lights_checkside=true
gl_attachedlights=true
gl_dynlight_shader=false
gl_lights=true
gl_usevbo=0
map_point_coordinates=true

[GlobalSettings.Unknown]

[Doom.Player]
wi_noautostartmap=false
playerclass=Fighter
stillbob=0
movebob=0.25
neverswitchonpickup=false
gender=male
team=255
skin=base
colorset=0
color=40 cf 00
name=Player
autoaim=5000

[Doom.ConsoleVariables]
wi_showtotaltime=true
wi_percents=true
check_outdated_iwad=true
dimcolor=ff d7 00
dimamount=-1
hud_scale=false
allcheats=false
screenblocks=10
r_deathcamera=false
r_stretchsky=true
r_shadercolormaps=true
cl_bloodtype=0
cl_pufftype=0
addrocketexplosion=false
cl_missiledecals=true
cl_doautoaim=false
cl_bloodsplats=true
cl_showmultikills=true
cl_showsprees=true
r_maxparticles=4000
r_rail_trailsparsity=1
r_rail_spiralsparsity=1
r_rail_smartspiral=false
cl_rockettrails=1
dlg_musicvolume=1
sb_teamdeathmatch_headingcolor=6
sb_teamdeathmatch_enable=true
sb_deathmatch_otherplayercolor=2
sb_deathmatch_yourplayercolor=3
sb_deathmatch_headingcolor=6
sb_deathmatch_enable=true
sb_cooperative_otherplayercolor=2
sb_cooperative_yourplayercolor=3
sb_cooperative_headingcolor=6
sb_cooperative_enable=true
nametagcolor=5
displaynametags=0
language=auto
compatmode=0
cl_wipe_delay=2
vid_cursor=None
wipetype=1
dehload=0
chat_substitution=false
chatmacro0=No
chatmacro9=Yes
chatmacro8=I'll take care of it.
chatmacro7=Come here!
chatmacro6=Next time, scumbag...
chatmacro5=You suck!
chatmacro4=Help!
chatmacro3=I'm not looking too good!
chatmacro2=I'm OK.
chatmacro1=I'm ready to kick butt!
lookspring=true
con_midtime=3
msgmidcolor2=4
msgmidcolor=5
msg4color=3
msg3color=3
msg2color=2
msg1color=5
msg0color=6
msg=0
con_alpha=0.75
con_scaletext=0
con_centernotify=false
con_notifytime=3
con_notablist=false
cl_bbannounce=false
am_followplayer=true
am_textured=false
am_ovthingcolor_citem=e8 88 00
am_ovthingcolor_item=e8 88 00
am_ovthingcolor_ncmonster=e8 88 00
am_ovthingcolor_monster=e8 88 00
am_ovthingcolor_friend=e8 88 00
am_ovthingcolor=e8 88 00
am_ovsecretsectorcolor=00 ff ff
am_ovinterlevelcolor=ff ff 00
am_ovtelecolor=ff ff 00
am_ovunseencolor=00 22 6e
am_ovcdwallcolor=00 88 44
am_ovfdwallcolor=00 88 44
am_ovefwallcolor=00 88 44
am_ovlockedcolor=00 88 44
am_ovotherwallscolor=00 88 44
am_ovspecialwallcolor=ff ff ff
am_ovsecretwallcolor=00 88 44
am_ovwallcolor=00 ff 00
am_ovyourcolor=fc e8 d8
am_thingcolor_citem=fc fc fc
am_thingcolor_item=fc fc fc
am_thingcolor_ncmonster=fc fc fc
am_thingcolor_monster=fc fc fc
am_thingcolor_friend=fc fc fc
am_secretsectorcolor=ff 00 ff
am_interlevelcolor=ff 00 00
am_intralevelcolor=00 00 ff
am_lockedcolor=00 78 00
am_notseencolor=6c 6c 6c
am_xhaircolor=80 80 80
am_gridcolor=8b 5a 2b
am_thingcolor=fc fc fc
am_efwallcolor=66 55 55
am_cdwallcolor=4c 38 20
am_fdwallcolor=88 70 58
am_tswallcolor=88 88 88
am_specialwallcolor=ff ff ff
am_secretwallcolor=00 00 00
am_wallcolor=2c 18 08
am_yourcolor=fc e8 d8
am_backcolor=6c 54 40
am_showthingsprites=0
am_showtriggerlines=false
am_showkeys=true
am_drawmapback=1
am_map_secrets=1
am_customcolors=true
am_colorset=0
am_showtotaltime=false
am_showtime=true
am_showitems=false
am_showmonsters=true
am_showsecrets=true
am_overlay=0
am_rotate=0
vid_nopalsubstitutions=false
snd_pitched=false
r_drawfuzz=1
menu_screenratios=-1
snd_menuvolume=0.6
show_obituaries=true
gl_trimsprites=true
gl_precache=true
gl_texture_usehires=true
gl_aalines=false
gl_fuzztype=0
gl_sclipfactor=1.8
gl_sclipthreshold=10
gl_spriteclip=1
gl_lightmode=3
gl_fogmode=1
gl_brightfog=false
gl_enhanced_nightvision=true
gl_weaponlight=8
gl_light_models=true
gl_interpolate_model_frames=true
am_showmaplabel=2
crosshairgrow=false
crosshairscale=false
crosshairhealth=true
crosshaircolor=ff 00 00
crosshairforce=false
crosshair=0
st_scale=true
paletteflash=0
hudcolor_stats=3
hudcolor_statnames=6
hudcolor_xyco=3
hudcolor_ttim=5
hudcolor_ltim=8
hudcolor_time=6
hudcolor_titl=10
hud_berserk_health=true
hud_armor_green=100
hud_armor_yellow=50
hud_armor_red=25
hud_health_green=100
hud_health_yellow=50
hud_health_red=25
hud_ammo_yellow=50
hud_ammo_red=25
hud_timecolor=5
hud_showtime=0
hud_showscore=false
hud_showstats=false
hud_showitems=false
hud_showmonsters=true
hud_showsecrets=true
hud_althud=false
hud_althudscale=2
st_oldouch=false
cl_maxdecals=1024
cl_spreaddecals=true
transsouls=0.75

[Doom.LocalServerInfo]
forcewater=false
sv_smartaim=0
sv_disableautohealth=false
sv_dropstyle=0
compatflags2=0
compatflags=0
maxviewpitch=90
sv_corpsequeuesize=64

[Doom.UnknownConsoleVariables]

[Doom.ConsoleAliases]

[Doom.Bindings]
1=slot 1
2=slot 2
3=slot 3
4=slot 4
5=slot 5
6=slot 6
7=slot 7
8=slot 8
9=slot 9
0=slot 0
-=sizedown
Equals=sizeup
tab=togglemap
w=+forward
t=messagemode
LeftBracket=invprev
RightBracket=invnext
enter=invuse
ctrl=+attack
a=+moveleft
s=+back
d=+moveright
`=toggleconsole
shift=+speed
\=+showscores
,=+moveleft
.=+moveright
alt=+strafe
space=+use
capslock=toggle cl_run
f1=menu_help
f2=menu_save
f3=menu_load
f4=menu_options
f5=menu_display
f6=quicksave
f7=menu_endgame
f8=togglemessages
f9=quickload
f10=menu_quit
f11=bumpgamma
f12=spynext
sysrq=screenshot
pause=pause
uparrow=+forward
leftarrow=+left
rightarrow=+right
downarrow=+back
mouse1=+attack
mouse2=+strafe
mouse3=+forward
mouse4=+speed
joy1=+attack
joy2=+strafe
joy3=+speed
joy4=+use
mwheelup=weapprev
mwheeldown=weapnext
mwheelright=invnext
mwheelleft=invprev
dpadup=togglemap
dpaddown=invuse
dpadleft=invprev
dpadright=invnext
pad_start=pause
pad_back=menu_main
lthumb=crouch
lshoulder=weapprev
rshoulder=weapnext
ltrigger=+altattack
rtrigger=+attack
pad_a=+use
pad_y=+jump

[Doom.DoubleBindings]

[Doom.AutomapBindings]
0=am_gobig
-=+am_zoomout
Equals=+am_zoomin
p=am_toggletexture
f=am_togglefollow
g=am_togglegrid
c=am_clearmarks
m=am_setmark
kp-=+am_zoomout
kp+=+am_zoomin
uparrow=+am_panup
leftarrow=+am_panleft
rightarrow=+am_panright
downarrow=+am_pandown
mwheelup=am_zoom 1.2
mwheeldown=am_zoom -1.2


Attachments
nuts.jpg
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: The official "ZDoom on Mac OS X" thread.

Post by _mental_ »

cacouser wrote:I should add, I really like the launcher interface (with automatic command options), hopefully that gets incorporated into the windows version too.
It's rather buggy and incomplete. But it does the job for a regular usage.
cacouser wrote:here's the .ini
Looks like you have everything by default. Try to disable Vertical Sync in Display Options. I cannot suggest anything else at the moment.
Blzut3
 
 
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Graphics Processor: ATI/AMD with Vulkan/Metal Support
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

cacouser wrote:I feel this machine should be able to do better than my old 486.
Keep in mind that 1440x900 is 20.25x as much detail as your 486 had to display at 320x200. I highly doubt your 486 was producing over 405fps. :P (Note: that math make a lot of untrue assumptions, but nitpicking that misses the point.)

Can't speak for the HD3000, but if don't need the OpenGL renderer features, you can try the software renderer with `vid_renderer 0` in the console and restart. On my Thinkpad X61 tablet (which uses an older GMA since it's a Core 2 Duo 1.6) I'm able to get full frame rate at the native 1400x1050 resolution with software, but forget running OpenGL games. (In case you already tried ZDoom, the software renderer should be faster in GZDoom OSX than in the official ZDoom builds (we're looking to fix that soon).)
User avatar
cacouser
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Re: The official "ZDoom on Mac OS X" thread.

Post by cacouser »

_mental_ wrote:
cacouser wrote:I should add, I really like the launcher interface (with automatic command options), hopefully that gets incorporated into the windows version too.
It's rather buggy and incomplete. But it does the job for a regular usage.
Good enough for me!
Try to disable Vertical Sync in Display Options.
That actually made a significant improvement, thanks! What do the "automatic vsync" options mean, btw?


The frame rate in my case depends heavily on how complex the scene is (number of flats in view), so I suspect that there is some bottleneck in the BSP tree traversal.



Blzut3 wrote: Keep in mind that 1440x900 is 20.25x as much detail as your 486 had to display at 320x200. I highly doubt your 486 was producing over 405fps. :P
ok, 20.25x the pixels, but 51.5x the MHz (33MHz vs 1.7 GHz), and every cycle isn't spent drawing a pixel, so there is less time relatively needed per added pixel.
_mental_
 
 
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Re: The official "ZDoom on Mac OS X" thread.

Post by _mental_ »

cacouser wrote:That actually made a significant improvement, thanks! What do the "automatic vsync" options mean, btw?
It turns off VSync automatically when FPS drops below limit (60 by default) for a few frames in a row and turns it on when it's stable with the same limit.
In your case it's better to keep VSync off.
cacouser wrote:
Blzut3 wrote:Keep in mind that 1440x900 is 20.25x as much detail as your 486 had to display at 320x200. I highly doubt your 486 was producing over 405fps. :P
ok, 20.25x the pixels, but 51.5x the MHz (33MHz vs 1.7 GHz), and every cycle isn't spent drawing a pixel, so there is less time relatively needed per added pixel.
This comparison is not quite correct.

The graphics card is not involved in software rendering except drawing the final picture on the screen.
In OpenGL version, a lot of additional things needs to be transferred to the graphics card in order to get this picture.
Transfer of one big chunk of memory (the final picture) is much more effective then transferring a lot of small chunks (commands, textures, vertices, etc).
In your MBA the integrated GPU is far beyond CPU in terms of computational power, which increases the difference in performance even more.

Well, this is oversimplified picture, but it gives some clues why GZDoom is so demanding. In short, Doom rendering is too old to be hardware friendly.
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cacouser
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Re: The official "ZDoom on Mac OS X" thread.

Post by cacouser »

_mental_ wrote: In OpenGL version, a lot of additional things needs to be transferred to the graphics card in order to get this picture.
Transfer of one big chunk of memory (the final picture) is much more effective then transferring a lot of small chunks (commands, textures, vertices, etc).
So it would be more effective to store everything in main RAM and then use that to send one single batch to the GPU after traversing the whole BSP tree? It seems that something expensive is getting called deep inside one of those loops ATM.
formic
Posts: 33
Joined: Sat Jul 26, 2014 2:05 pm

Re: The official "ZDoom on Mac OS X" thread.

Post by formic »

Hi folks. I have what may be an obvious question that you might be able to solve.

I have installed the latest ZDoom for Apple on my son's iMac. It's set up identically to my own ZDoom configuration. However, any third-party WADS he uses will load ONLY ONCE after being unzipped. Following that, ZDoom refuses to recognize them and reverts to standard Doom2. He can redownload and unzip the file again and use the WAD once more, but again, only once. Any idea what's up?
_mental_
 
 
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Re: The official "ZDoom on Mac OS X" thread.

Post by _mental_ »

How do you load these WADs?
Also, check the console right after the game has been started. Look for lines like these:

Code: Select all

W_Init: Init WADfiles.
 adding <path to file>, ??? lumps
 adding <path to another file>, ??? lumps
 ...
Make sure that all your files are loaded and no errors/warnings were displayed.
formic
Posts: 33
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Re: The official "ZDoom on Mac OS X" thread.

Post by formic »

I set up ZDoom as usual, in the applications folder and placed the "Doom2.wad" as instructed.

From there I download new Wads on the desktop and drop the requisite files on top of the ZDoom icon in the dock. The game will kick in once, but not twice using the same WAD. If I unzip the same game onto the desktop and use that WAD, it will also play once.

I will check the console to see what is happening the second time. Thanks!
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Graf Zahl
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Re: The official "ZDoom on Mac OS X" thread.

Post by Graf Zahl »

cacouser wrote: So it would be more effective to store everything in main RAM and then use that to send one single batch to the GPU after traversing the whole BSP tree? It seems that something expensive is getting called deep inside one of those loops ATM.

That's technically not possible.

The main problem with older hardware is that rendering may be slower than CPU processing - and then everything - the CPU calculation and the actual rendering quickly add up to make the game slow.

With Macs this seems to be more pronounced because the present of Intel graphics chips seems to be far more widespread than among PC gamers which normally tend to have a real graphics card. On my system, for example, E1M1 runs at approx. 500 fps with VSync off.
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Hellstorm Archon
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Re: The official "ZDoom on Mac OS X" thread.

Post by Hellstorm Archon »

jdagenet wrote:
_mental_ wrote:
jdagenet wrote:I recorded some in-game audio of D_RUNNIN (I know, I hate to put you through the torture) to give you guys a better idea of what is happening.
I compared the sound from the file you provided with the actual sound output using FMOD. They sound absolutely identical to me. In other words, this is not a bug, it's a "feature" caused by default soundfont on OS X.
Not a very good feature if you ask me :?

However, I managed to fix the problem.
I searched on the Internet for the Windows GM DLS file and I stumbled a crossed it here.
I saved the GM.DLS file to my desktop and I set the SND_MIDIPATCHSET CVAR to that DLS file and the problem is no longer present.

Perhaps it wouldn't be too bad of an idea to bundle this DLS file in future versions of ZDoom and possibly a README.txt file to help others resolve the problem.
So, how exactly is this fixed? I'm still not quite used to OSX's way of doing things, despite the fact that I've had this MacBook for about a year now.
Gez
 
 
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Joined: Fri Jul 06, 2007 3:22 pm

Re: The official "ZDoom on Mac OS X" thread.

Post by Gez »

jdagenet wrote:However, I managed to fix the problem.
I searched on the Internet for the Windows GM DLS file and I stumbled a crossed it here.
I saved the GM.DLS file to my desktop and I set the SND_MIDIPATCHSET CVAR to that DLS file and the problem is no longer present.

Perhaps it wouldn't be too bad of an idea to bundle this DLS file in future versions of ZDoom and possibly a README.txt file to help others resolve the problem.
I haven't looked into it, but I kind of doubt that Microsoft's gm.dls file, which they licensed from Roland, is freely redistributable, so bundling it with ZDoom would potentially cause licensing/copyright problems.
_mental_
 
 
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Re: The official "ZDoom on Mac OS X" thread.

Post by _mental_ »

Hellstorm Archon wrote:
jdagenet wrote:I searched on the Internet for the Windows GM DLS file and I stumbled a crossed it here.
I saved the GM.DLS file to my desktop and I set the SND_MIDIPATCHSET CVAR to that DLS file and the problem is no longer present.
So, how exactly is this fixed? I'm still not quite used to OSX's way of doing things, despite the fact that I've had this MacBook for about a year now.
There is nothing to fix here, at least from ZDoom's side.

FMOD uses default sound font from underlying operating system. If you don't like how it sounds, you can use custom one. Roland's gm.dls sound font from Windows is a good example. But I suppose you must own Windows to use it legally.

There are other options too, involving usage of different MIDI output subsystems.
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cacouser
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Re: The official "ZDoom on Mac OS X" thread.

Post by cacouser »

So I did some more investigating. I managed to get everything compiling on the latest XCode beta, and turned on all the extra optimizations I could find in the build options. Managed to get a bit of a speed up, with average FPS getting close to 60 on vanilla maps.


There is still a problem, however, which is, there is still a subjective sensation of jerkiness, in the sense that it will appear "choppy" all of a sudden, off and on. Not sure how to go about diagnosing. I figured out how to profile it, but don't know how to interpret the results.


Maybe it has something to do with process priority or os powersaving features of the OS? Any ideas?
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