GZDOOM 3.5.0 Modern - Slight Slowdown

Need help running G/Q/ZDoom/ECWolf/Zandronum/3DGE? Did your computer break? Ask here.

Moderator: GZDoom Developers

GZDOOM 3.5.0 Modern - Slight Slowdown

Postby Thenuke » Wed Aug 01, 2018 7:46 pm

Hi,
:D

I suffer from slowndown using GZDOOM 3.5.0. Modern Edition. My PC is old but I still could play using the previous versions without any slowdown.

Here are my specs :

  • Operating System: Windows 10 Family 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804)
  • Language: French (Regional Setting: French)
  • System Manufacturer: Acer
  • System Model: Aspire X1920
  • BIOS: Default System BIOS (type: BIOS)
  • Processor: Pentium(R) Dual-Core CPU E6700 @ 3.20GHz (2 CPUs), ~3.2GHz
  • Memory: 4096MB RAM
  • Available OS Memory: 4096MB RAM
  • Renderer: Nvidia Geforce 510
  • DirectX Version: DirectX 12

My OpenGL version is 4.4 according to OpenGL Extensions Viewer 4.1.


The slowdown is slight, I tried to turn off several options in lights, renderer and OpenGL menus but nothing happened until I decreased the scale factor.

I experience no slowndown on Vintage version.

I know this version was created for older hardware but given the fact that I don't actually have OpenGl 2, I thought I should report it.
:roll:

Sorry for wasting your time, I just wanted to help. Have a nice day.
:P
User avatar
Thenuke
 
Joined: 16 May 2017

Re: GZDOOM 3.5.0 Modern - Slight Slowdown

Postby Sumwunn » Wed Aug 01, 2018 9:10 pm

Did you have gl_renderbuffers turned off?

The setting become enforced as of v3.5.0.
User avatar
Sumwunn
Runaway script "_Sumwunn" terminated
 
Joined: 06 Jan 2018
Location: Snited Utates
Discord: Sumwunn#9562

Re: GZDOOM 3.5.0 Modern - Slight Slowdown

Postby Graf Zahl » Thu Aug 02, 2018 2:03 am

The renderbuffer indirection is a very likely cause on such a low end card. There even that one buffer copy will have an effect. But this was an unavoidable change because a few features required quite a bit of overhead to be rendered to the actual screen buffer (e.g. the inverse invulnerability colormap. This is a lot easier to do and far more robust as a postprocessing effect.)

Always keep in mind that I use a Geforce 1060 for development. That card has approx. 20x the graphics processing power of the Geforce 510.
User avatar
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDOOM 3.5.0 Modern - Slight Slowdown

Postby Thenuke » Thu Aug 02, 2018 6:27 am

Graf Zahl wrote:Always keep in mind that I use a Geforce 1060 for development. That card has approx. 20x the graphics processing power of the Geforce 510.


Yeah, I know my PC sucks, I will buy a new one when I get the money. :thumb:

Sumwunn wrote:Did you have gl_renderbuffers turned off?

The setting become enforced as of v3.5.0.


I turned it off in the .ini file, nothing happened.
:shrug:
User avatar
Thenuke
 
Joined: 16 May 2017

Re: GZDOOM 3.5.0 Modern - Slight Slowdown

Postby Rachael » Thu Aug 02, 2018 6:31 am

You'll have to either use the resolution scaling (at least down to 0.5 scalefactor, which for higher resolution displays should be barely noticeable), or use a vintage build of GZDoom.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle

Re: GZDOOM 3.5.0 Modern - Slight Slowdown

Postby Graf Zahl » Thu Aug 02, 2018 7:21 am

Thenuke wrote:I turned it off in the .ini file, nothing happened.
:shrug:


That setting no longer exists. 3.5.0 always uses render buffers. In your case by recommendation would be to use the vintage build if it really speeds things up. But keep in mind that the main reason for the split was an optimization that should provide some performance gains on larger levels even on your graphics card. You'll have to see what will be the best approach here, but overall what happened is pretty much unavoidable: We tried to make the game run better on hardware as it is sold and mostly in use today and it worked great for that. But on older and less powerful hardware that added processing that helps speed things up on modern hardware will have the opposite effect on older systems.
User avatar
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDOOM 3.5.0 Modern - Slight Slowdown

Postby Thenuke » Thu Aug 02, 2018 8:18 am

Decreasing the scale factor to 0.5 seems to work and the difference is indeed barely noticeable. I'll use that. If I can't run future versions, I'll use the Vintage Build.

Thanks for your replies, have a nice day.
:)
User avatar
Thenuke
 
Joined: 16 May 2017


Return to Technical Issues

Who is online

Users browsing this forum: No registered users and 1 guest