Map with lots of models, please test

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Kinsie
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Re: Map with lots of models, please test

Post by Kinsie »

FPS: Never below 30fps
Resolution: 1024x768 windowed
CPU: Intel Core i7 930 @ 2.80ghz
GPU: ATI Radeon HD 5700 Series
RAM: Around 6gb
OS: Windows 7 Professional SP1

Bring it ON.
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Nash
 
 
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Re: Map with lots of models, please test

Post by Nash »

Hahah, Kinsie has the most FPS, but it really shouldn't be this way. There's no excuse that the FPS shouldn't maintain at 60. GZDoom is overdrawing way more than it should.

(Dead Rising had waaaay more detailed zombie models, and it could draw THOUSANDS of zombies on screen and still maintain 60 FPS on my system).

(BTW, on my system, I am averaging 40 FPS with this test WAD)
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Nash
 
 
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Re: Map with lots of models, please test

Post by Nash »

Just as a comparison, how much FPS for this one? It merely has models disabled:

http://files.drdteam.org/index.php/file ... models.pk3

(If you don't want to download, you can do it yourself with the old file; just delete the MODELDEF lump. Ths upload was simply provided for convenience)
Blue Shadow
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Re: Map with lots of models, please test

Post by Blue Shadow »

With the new test pk3, I get 184fps (6~ ms) now.
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Nash
 
 
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Re: Map with lots of models, please test

Post by Nash »

We obviously know now what's causing the massive slowdown. :P
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jpalomo
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Re: Map with lots of models, please test

Post by jpalomo »

With the new test file, I got an average of 560 fps
:surprise:

That is quite the difference. Good luck with whatever project you are working on.
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Nash
 
 
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Re: Map with lots of models, please test

Post by Nash »

I think if I have enough content to show, I'm sure I can get some developers to look into the MD3 rendering code and see if they can optimize it somehow...
Blue Shadow
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Re: Map with lots of models, please test

Post by Blue Shadow »

I ran another test on the second test pk3 you provided and I got an extra 12fps to become 196fps. The diference this time is that I had a running program closed.

Also, since those zombie models won't be static objects like in this test, means that they will require more resources and will take down the frame rate even more. Unless this only applies to sprites... I don't know.

I replaced all of the actors in the test with zombiemen, ran the test and the results is that I lost 55 or so in fps to become 141fps.
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hitmanx
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Re: Map with lots of models, please test

Post by hitmanx »

It doesn't seem to cull any pixels behind the buildings either,

I have almost the exact specs as Mikk-

gtx 560 ti overclocked, 4gb ram, intel core 2 quad 2.66ghz

i get about 10 fps standing in the corner at 1680x1050 fullscreen
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Nash
 
 
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Re: Map with lots of models, please test

Post by Nash »

It's insane, with such a good system and graphics card, you're still getting 10 FPS, isn't it? :P

I made the switch to models because it's

A) Easier to work with, don't need to deal with thousands of PNGs
B) Smaller download for end user (see above)
C) More immersive (no jumpy rotations, not pixelized upclose)
D) Enables several features only possible in 3 dimensions (like cutting the limbs off zombies while they are lying down on the floor - not possible with sprites!)
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DaMan
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Re: Map with lots of models, please test

Post by DaMan »

Did a quick time demo to the end of the road.
i930@2.93GHZ
32bit 39FPS
64bit 50FPS
Demo & 64bit binary for anyone interested.
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Akira_98
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Re: Map with lots of models, please test

Post by Akira_98 »

Probably not needed by now, but...
Model test: 8-10 FPS
No model test: 30-45 FPS

GPU: Nvidia GeForce FX 5200
CPU: AMD Athlon XP 3200+ 2.20 GHz
RAM: 1.5 GB (if it makes a difference: DDR, 200 MHz)
OS: Windows XP 32-bit SP3
GZDoom resolution: 1024x768 windowed

I'm surprised I got that much out of this old system. Not sure if the FPS counter was displaying my FPS or the age of my hardware. :P
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InsanityBringer
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Re: Map with lots of models, please test

Post by InsanityBringer »

hitmanx wrote:It doesn't seem to cull any pixels behind the buildings either,
Not culling behind buildings? Could this be solved with level modifications, since the game doesn't draw sectors (and therefore, the contents of sectors) if they aren't visible? A few splits at the right places might help.
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Nash
 
 
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Re: Map with lots of models, please test

Post by Nash »

Yes, as I've mentioned in page 1 - 1-sided lines appears to be the only thing that's culling the triangles (or rather, it doesn't selectively cull triangles - it just doesn't draw the entire model). But for an open-world style sandbox map (this is for Rise of the Dead, after all), such a construct can be difficult to do.

I mean, if there's absolutely no other way, I guess I'll have no choice but to figure out how to do that. GZDoom as it is - models or not - doesn't play well with large maps with few 1s lines...

But I still think the individual triangles SHOULD be culled, 1s or not. Maybe a Z buffer can be used to determine if a triangle is occluded by any map geometry or not. This of course requires modification to the MD3 renderer.

An interesting note: triangle backside isn't culled too - if you walk into the model, you can see the backside polygons. This is bad and adds unecessary triangle rendering!
Reinchard2
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Re: Map with lots of models, please test

Post by Reinchard2 »

FPS: 30-50
Resolution: 1280x1024 fullscreen
CPU: Intel Core 2 duo E8400 3.0 ghz
GPU: Nvidia gtx 285 1Gb
RAM: Around 2Gb
OS: Win xp home
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