[GZDoom 3.6.0] GZDoom slow to start

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chopkinsca
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[GZDoom 3.6.0] GZDoom slow to start

Post by chopkinsca »

Yesterday I had all my keybindings in GZDoom clear themselves, so I updated my 3.1.0 GZDoom. I'm using 3.6.0 now and it is slow to start up. During the start up phase, it takes around 10 seconds before the menu. 3.1.0 didn't have this problem.

I have a logfile attached, let me know if you need to know anything else.

In the startup console, this is the last line that gets displayed:

Code: Select all

D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Edit: I'm guessing some system info would be helpful.
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GZDoom_log.txt
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Enjay
 
 
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Re: [GZDoom 3.6.0] GZDoom slow to start

Post by Enjay »

Hmmm... I wonder if this is something similar to what I have experienced. I reported a little while back that when my internet connection is down, GZDoom takes much longer to start in a very similar way to what you describe. Things were tracked down to my anti-virus software trying to check home to verify that the file was OK. So, maybe, something related to your antivirus software is going on?
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chopkinsca
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Re: [GZDoom 3.6.0] GZDoom slow to start

Post by chopkinsca »

Yeah, I came across your post when I was doing a search on the problem. I'm just running Windows Defender and Malwarebytes. I tried an exclusion in Malwarebytes, nothing.
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Rachael
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Re: [GZDoom 3.6.0] GZDoom slow to start

Post by Rachael »

You are using Intel graphics - the issue is shader compilations on startup. On Nvidia it's cached so most of the primary developers do not feel the pinch - but I wonder if it's possible to cache the compiles on GZDoom's side.

(As a note - Steam advertises this capability. Maybe try adding GZDoom as a custom game on Steam, and see if it will do that for you - no guarantees there, but worth a try)
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chopkinsca
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Re: [GZDoom 3.6.0] GZDoom slow to start

Post by chopkinsca »

Rachael wrote:You are using Intel graphics - the issue is shader compilations on startup. On Nvidia it's cached so most of the primary developers do not feel the pinch - but I wonder if it's possible to cache the compiles on GZDoom's side.

(As a note - Steam advertises this capability. Maybe try adding GZDoom as a custom game on Steam, and see if it will do that for you - no guarantees there, but worth a try)
Ah, so there's not much I can do. I tried adding it as a Steam game, still the same. It's a bit bothersome because while mapping, I have a habit of jumping into the game quite often. For now I can just use an older version of (G)ZDoom if I need quick access to the game.
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Rachael
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Re: [GZDoom 3.6.0] GZDoom slow to start

Post by Rachael »

You can also try the legacy version, and still use 3.6.0. I think it's less shader-heavy. If nothing else, it's possible to use "-glversion 2" with the legacy version, still, and it only uses a bare minimum of shaders when you do that.
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chopkinsca
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Re: [GZDoom 3.6.0] GZDoom slow to start

Post by chopkinsca »

Using "-glversion 2" worked, thanks.
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