Slaughter Map Performance Booster

Post your example zscripts/ACS scripts/etc here.
Forum rules
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.
User avatar
hatsunemiekuah
Posts: 7
Joined: Sat Jun 11, 2022 8:49 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Slaughter Map Performance Booster

Post by hatsunemiekuah »

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.
User avatar
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

Post by Darkcrafter »

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?
User avatar
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

Post by Darkcrafter »

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"?
User avatar
Rachael
Posts: 13967
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Slaughter Map Performance Booster

Post by Rachael »

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.
User avatar
Void Warrior
Posts: 146
Joined: Thu Feb 04, 2021 11:54 am
Location: Russian Federation

Re: Slaughter Map Performance Booster

Post by Void Warrior »

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.
Cool! It is for such mods that the «Slaughter Map Performance Booster» will be extremely necessary. :)

I hope that this mod is still making progress. It's been a little over a year since the last patch 1.2.
User avatar
Rachael
Posts: 13967
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Slaughter Map Performance Booster

Post by Rachael »

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.
Post Reply

Return to “Script Library”