JDN's performance issue [split]
Moderator: GZDoom Developers
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Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: JDN's performance issue [split]
There shouldn't be such a massive change between 3.2 and 3.3, though.
Can you do some 'bench' dumps from an affected scene? Maybe that gives some clues.
Can you do some 'bench' dumps from an affected scene? Maybe that gives some clues.
Re: JDN's performance issue [split]
OK my computer is too old too play a 1993 game...
damn.
edit: "Can you do some 'bench' dumps from an affected scene? "
how can I ?
damn.
edit: "Can you do some 'bench' dumps from an affected scene? "
how can I ?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: JDN's performance issue [split]
open the console, type 'bind b bench' (or any other key if you do not want to use 'b'), then make a savegame at a place where this slowdown happens, load it into both engines and press 'b'. A file named benchmarks.txt will be saved. Post that here.
Re: JDN's performance issue [split]
OK done:
one benchmark for my "working" version
and two with my "laggy" version
inside where it seems to work and outside where i tt laaa a aaag
one benchmark for my "working" version
and two with my "laggy" version
inside where it seems to work and outside where i tt laaa a aaag
- Attachments
-
- benchmarks.3.4.0 (outside).txt
- (529 Bytes) Downloaded 92 times
-
- benchmarks.3.4.0 (inside).txt
- (529 Bytes) Downloaded 77 times
-
- benchmarks-3.2.5.txt
- (546 Bytes) Downloaded 80 times
Re: JDN's performance issue [split]
This remark is completely disingenuous and omits some very important things.JDN wrote:OK my computer is too old too play a 1993 game...
damn.
Your computer is too old to use a 2018 program that happens to play a 1993 game.
You can still use doom.exe to play a 1993 game on a 1993 computer.
Re: JDN's performance issue [split]
Yes yes sorry, it was a joke...
I know GZDoom is a modern (and very well done program).
I didn't want to be impolite with people who create this masterpiece.
I know GZDoom is a modern (and very well done program).
I didn't want to be impolite with people who create this masterpiece.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: JDN's performance issue [split]
The strange thing here is, that nothing in there suggests such a performance hit, the map basically contains nothing and even the increased vertex count due to the new approach is nowhere near problematic.
Re: JDN's performance issue [split]
maybe my computer was just at the limit it can bear with 3.2.5...
and maybe the updates added in new versions were the "liitle thing" that bring me some lags.
and maybe the updates added in new versions were the "liitle thing" that bring me some lags.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: JDN's performance issue [split]
Hard to believe. If this was a map that actually performed some real work that might be the case.
Just out of curiosity: How does this system handle some real maps? Although your card is relatively weak by today's standards it's not that bad for an old game like Doom. Something must have changed in GZDoom to affect this particular system this badly and I have no idea what it is or whether it may affect others too.
Just out of curiosity: How does this system handle some real maps? Although your card is relatively weak by today's standards it's not that bad for an old game like Doom. Something must have changed in GZDoom to affect this particular system this badly and I have no idea what it is or whether it may affect others too.
Re: JDN's performance issue [split]
by real maps, can we say the Hunter's Moon maps ?
that is real heavy work for my CPU... but it works well when no monster run somewhere.
just a little lag.
Hunter's Moon map + Hunter's Moon weapons and monsters... and there, i'm reaching the limits of my CPU.
that is real heavy work for my CPU... but it works well when no monster run somewhere.
just a little lag.
Hunter's Moon map + Hunter's Moon weapons and monsters... and there, i'm reaching the limits of my CPU.
Re: JDN's performance issue [split]
I spend hours searching for settings that can help but nothing.
But I have fullspeed when using software rendering.
So now I have two folders, one for my 3.2.5 and other one for new versions.
But I have fullspeed when using software rendering.
So now I have two folders, one for my 3.2.5 and other one for new versions.