Slaughter Map Performance Booster

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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.
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Darkcrafter
Posts: 595
Joined: Sat Sep 23, 2017 8:42 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support

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?
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Darkcrafter
Posts: 595
Joined: Sat Sep 23, 2017 8:42 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support

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"?
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Rachael
Posts: 14005
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

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.
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Void Warrior
Posts: 148
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.
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Rachael
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Joined: Tue Jan 13, 2004 1:31 pm
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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.
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Rachael
Posts: 14005
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Slaughter Map Performance Booster

Post by Rachael »

Added freeze mode. This should help with performance even more.

The LZDoom requirement has been bumped. You will need to use the latest version of LZDoom in order to use this mod, if you are using LZDoom.

Older versions of this mod (v1.2 and older) remain compatible with older LZDoom releases.

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