ActionAlligator wrote:Ahhhh; so, anything that doesn't take advantage of multi-core is going to suffer a lot? Is that what you mean by "single threaded performance"?
Yes, exactly. GZDoom, like any id tech 1 source port, doesn't take advantage of multi core rendering when it comes to BSP traversal (which is what allows GZDoom to render the map on screen by looking at the compiled nodes). That operation is purely single threaded. That means, even if you had 32 cores on your CPU, each with poor single threaded performance, you'd still get low framerates.
ActionAlligator wrote:I'm running OpenGL; I thought Vulkan was buggy and/or for Linux? Sorry, I'm a big tech noob. I'll try it out and see if it helps! Are there any differences between OpenGL and Vulkan that affect display settings or the like that I should know about? Or is it just flipping a setting and everything should basically be the same? Thanks again for your guys' help!
Vulkan is basically an evolution of OpenGL. It has less overhead and is generally more optimized. It's highly recommended you use it over OpenGL nowadays.
And yes, it's just a setting, flip it to Vulkan and everything'll be the same.