Oh, sse is meant to speed up loading as well? I've just been concentrating on timedemo fps. Startup speed doesn't interest me that much.Rachael wrote:I can tell by the window color and shape that it is indeed Windows XP, but Graf's right - it must be an old version, because...That's what it was compiled with.Code: Select all
CMakeCache.txt:CMAKE_GENERATOR_TOOLSET:INTERNAL=v140_xp
I trust dpJudas's numbers even if they came from a more modern processor. I've made the builds as you asked but honestly this issue is not worth that much effort for me - if you get it working, great, if not, I am not making any special effort to get that working on any pre-SP3 system, it's really not that important to me. Even on your more modern system you've shown that SSE2 builds are faster - case closed.
That's not to say the non-SSE code can't be optimized - I am sure there's a few tricks that can be done to make it run faster - but I don't think it's worth it, at this point anyhow, I don't think there is much gain to be had in doing so. The code is there for readability and understandability of what it's actually doing - not for being actually used in a real-world scenario where time is critical in these steps.
If you want to use your own compiler, simply insert "#define NO_SSE" at the top of the files "src/swrenderer/r_all.cpp" and "src/polyrenderer/poly_all.cpp" - that's exactly how the no-sse build was compiled in both cases.
What was the first version of zdoom to use sse2 for sw mode?
Re: What was the first version of zdoom to use sse2 for sw m
Re: What was the first version of zdoom to use sse2 for sw m
No... that has nothing to do with how it loads. If there's any SSE code in the loading code, it would be MSVC's optimization passes, not from the source.
Re: What was the first version of zdoom to use sse2 for sw m
I'm just confused with dpJudas' result that has a measurement in ms. I only get gametics, realtics and fps in my results.Rachael wrote:No... that has nothing to do with how it loads. If there's any SSE code in the loading code, it would be MSVC's optimization passes, not from the source.
Re: What was the first version of zdoom to use sse2 for sw m
That's milliseconds per frame and that's a more accurate way to measure how long it actually takes to draw a single frame. Frames per second (FPS) the most common measurement is not as accurate because it is an inverse measurement of speed and performance, and can be a bit misleading.
Re: What was the first version of zdoom to use sse2 for sw m
I'm not getting a ms readout in my timedemo playback for some reason.Rachael wrote:That's milliseconds per frame and that's a more accurate way to measure how long it actually takes to draw a single frame. Frames per second (FPS) the most common measurement is not as accurate because it is an inverse measurement of speed and performance, and can be a bit misleading.
Re: What was the first version of zdoom to use sse2 for sw m
Try vid_fps true.
Re: What was the first version of zdoom to use sse2 for sw m
I enter it, confirm it's on-screen then quit and play my demo from the command line, but it disappears/isn't included in the readout at the end.Rachael wrote:Try vid_fps true.
Re: What was the first version of zdoom to use sse2 for sw m
You can calculate the ms value from the fps by doing 1000 / fps. I.e. 185 fps is 1000 / 185 = 5.4ms.
Re: What was the first version of zdoom to use sse2 for sw m
Any way to force software mode on startup, before you get into the game? Trying to compare on a system that's giving me "gl driver not accelerated" and trying to verify a timedemo that, on zdoom, is 17.6ms on a p3-1ghz and 7.8 on a p4-2.6. I'm trying to figure out whether a) sse2 is causing the better performance, or b) the higher clockrate, or c) both.dpJudas wrote:You can calculate the ms value from the fps by doing 1000 / fps. I.e. 185 fps is 1000 / 185 = 5.4ms.
Re: What was the first version of zdoom to use sse2 for sw m
Use +vid_renderer 0 command line.invictius wrote:Any way to force software mode on startup, before you get into the game?