Slaughter Map Performance Booster
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- hatsunemiekuah
- Posts: 7
- Joined: Sat Jun 11, 2022 8:49 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Slaughter Map Performance Booster
if i had 1-5 fps in okuplok map, would this mod give me at least additional 30 fps? i have Core i5 7200U, 12GB RAM, Nvidia 940MX for the info needed.
- Darkcrafter
- Posts: 590
- Joined: Sat Sep 23, 2017 8:42 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Slaughter Map Performance Booster
What do you guys think about this odea?
After certain distance, do function "P_TryMove" for 1 monster per blockmap cell per 1 tick, then switch between them randomly. Reuse the results for all the monsters (objects) in the blockmap with some random delay? Idk, maybe even reuse the results for other nearby blockmap-cells?
After certain distance, do function "P_TryMove" for 1 monster per blockmap cell per 1 tick, then switch between them randomly. Reuse the results for all the monsters (objects) in the blockmap with some random delay? Idk, maybe even reuse the results for other nearby blockmap-cells?
- Darkcrafter
- Posts: 590
- Joined: Sat Sep 23, 2017 8:42 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Slaughter Map Performance Booster
Here's another idea:
if distance is > desired threshold then if monster count is more than 10 per 9 blockmap cells, then treat them all like 1 monster (object) so that calculations are made just once and reused for the rest "pack"?
if distance is > desired threshold then if monster count is more than 10 per 9 blockmap cells, then treat them all like 1 monster (object) so that calculations are made just once and reused for the rest "pack"?
Re: Slaughter Map Performance Booster
That is beyond the scope of this project, which in its current form is trying to be agnostic to any mods that may be loaded.
In other words I want this to work even with Guncaster or Brutal Doom or Project Brutality or Russian Overkill or Hideous Destructor or pretty much anything else that you might have loaded - rewriting monster behavior is not something this mod can do.
In other words I want this to work even with Guncaster or Brutal Doom or Project Brutality or Russian Overkill or Hideous Destructor or pretty much anything else that you might have loaded - rewriting monster behavior is not something this mod can do.
- Void Warrior
- Posts: 146
- Joined: Thu Feb 04, 2021 11:54 am
- Location: Russian Federation
Re: Slaughter Map Performance Booster
Cool! It is for such mods that the «Slaughter Map Performance Booster» will be extremely necessary.Rachael wrote: ↑Mon Sep 01, 2025 11:33 pm That is beyond the scope of this project, which in its current form is trying to be agnostic to any mods that may be loaded.
In other words I want this to work even with Guncaster or Brutal Doom or Project Brutality or Russian Overkill or Hideous Destructor or pretty much anything else that you might have loaded - rewriting monster behavior is not something this mod can do.
I hope that this mod is still making progress. It's been a little over a year since the last patch 1.2.
Re: Slaughter Map Performance Booster
The next version doesn't have anything planned at the moment, other than distance checks being portal-aware. I suppose I could push that if you really wanted, but otherwise I think outside of maintenance this mod is mostly complete.