Performance regression with dynlights

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_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Performance regression with dynlights

Post by _mental_ »

Since this commit render path without persistently mapped buffers suffers from performance regression with dynamic lights.
It can be quite severe in some case.

Here is a good example of it using this map. FPS can drop to single digit values while looking and/or moving around.

Code: Select all

-iwad doom2 -file sshpsos.zip -nomonsters +map map01 "+warp -4700 4400" +vid_fps 1
Changing location of this condition causes the problem. Bringing it back fixes render times spikes.
In the current master the condition should be put at the beginning of FDrawInfo::SetupSectorLights() function.

Graf, could you please take a look at this when you have time.
I'm not sure about other potential places for such checks, i.e. flats (sectors/subsector) and walls.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Location: Germany

Re: Performance regression with dynlights

Post by Graf Zahl »

Will commit a fix later.
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: Performance regression with dynlights

Post by _mental_ »

Thanks, fixed in e13d1e4.
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