Map with lots of models, please test

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Marisa the Magician
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Re: Map with lots of models, please test

Post by Marisa the Magician »

FPS: 15-20
Resolution: 1280x800 windowed
CPU: Intel Core 2 Quad Q8400 2.66GHz
GPU: Point of View NVIDIA GeForce 9800 GTX+
RAM: 4GB DDR3
OS: Windows 7 Ultimate 64-bit
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Akira_98 wrote: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
The FX 5200 can do miracles. I loved that gpu.
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Nash
 
 
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Re: Map with lots of models, please test

Post by Nash »

Saya-chan wrote:The FX 5200 can do miracles. I loved that gpu.
Graf Zahl would like to have a word with you. XD
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Re: Map with lots of models, please test

Post by BouncyTEM »

FPS: 18-40, depending on where I looked; not looking at any models, instantly climbed to the 200s
Resolution: Tried many. 1920x1080, 1280x720 (standard), 640x480, same FPSes at the same spots regardless for my machine.
CPU: Intel I7 920 @ 3.2 GHZ
GPU: 2 NVidia GTX 295s
RAM: 12 GB DDR3
OS: WIndows 7 64-Bit
GZDoom r1259
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Enjay
 
 
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Re: Map with lots of models, please test

Post by Enjay »

Don't know why I didn't spot this thread before. I think this may be the first map I have tried in a long time that gave me appreciable slow down and took my fps under 35.

FPS: 17 when looking at the models
Resolution: 1920x1200
CPU: Intel I7 920 @ 3.2 GHZ
GPU: NVidia GTX 285 (driver 280.26)
RAM: 12 GB
OS: WIndows 7 64-Bit
GZDoom r1260
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ReX
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Re: Map with lots of models, please test

Post by ReX »

Enjay wrote:RAM: 12 GB
Your job must pay well. Heh.

And, yes, that is an extremely low fps rate for a computer with your specs.
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Re: Map with lots of models, please test

Post by Blue Shadow »

@Enjay: How much do you get on lower resolutions... like say... 800x600?
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ibm5155
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Re: Map with lots of models, please test

Post by ibm5155 »

If change resolution, so i think the problem is with the processor (if change resolution and change fps, the limit should be in the gpu)
All ram is fine, look a quadro nvs 140m get 14fps, and a gtx 295 gets 18.
i think gzdoom don't use well us hardwares.
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Re: Map with lots of models, please test

Post by Edward-san »

Nash wrote: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!
Image
[edit]yeah, this gif is bad. I couldn't find anything better than this.
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Kappes Buur
 
 
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Re: Map with lots of models, please test

Post by Kappes Buur »

Image

with these options, which I always use :
vid_fps 1
vid_vsync 1
cl_capfps 1

Changing the resolution down to 720 x 480 did not help to increase the frame rate.

This reminds me of "Another round of benchmarks", which Graf Zahl ran a while back. Older GPUs like the GeForce8, GeForce9, GT200 series fared better than the newer GT400 or better series .

Considering that nowadays game developers and GPU manufacturers work hand in hand to squeeze every last fps out of the graphics card, I'm not surprised that the frame rates are so low with a rendering engine which was hacked together at a time when no advanced standards other than the early implementation of VGA existed.
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Re: Map with lots of models, please test

Post by Enjay »

Blue Shadow wrote:@Enjay: How much do you get on lower resolutions... like say... 800x600?
Not a huge difference. 800x600 gave me 21-22 fps
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Re: Map with lots of models, please test

Post by Enjay »

Heh, just tried an old crappy computer with an intel graphics card (I don't remember the rest of the specs and someone else is using the machine now). It can normally run the IWAD maps acceptably well in GZDoom and most add-on maps provided that they aren't too complex.

Aaanyway, it got 3-4 fps with this map. :lol:
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ibm5155
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Re: Map with lots of models, please test

Post by ibm5155 »

Actualy i found strange, like i was playing hunters moon 1.3/1.4 online with alien vendetta.
I get 30-80fps in large places with alots of monsters (revilution told that he didn't alter the models, so i think it have 2000...)

Could you test (alien vendetta + hunters moon in a large place? [i don't know what is the larger place now])
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Re: Map with lots of models, please test

Post by Blue Shadow »

Enjay wrote:Heh, just tried an old crappy computer with an intel graphics card (I don't remember the rest of the specs and someone else is using the machine now). It can normally run the IWAD maps acceptably well in GZDoom and most add-on maps provided that they aren't too complex.

Aaanyway, it got 3-4 fps with this map. :lol:
Heh... sounds just like mine...
Blue Shadow wrote:I get a pathatic 2-3fps (400~ ms) minimum on a 800X600 resolution when having all of the room in my sight (standing in a corner).
Spoiler: My system specs
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sirjuddington
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Re: Map with lots of models, please test

Post by sirjuddington »

I have an intel q6600 and an nvidia gtx240, and get ~16-17fps. Interestingly, disabling textures doubled the framerate, so perhaps it's re-binding the texture for the model each time it draws it (which would get quite slow for that many models).
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Nash
 
 
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Re: Map with lots of models, please test

Post by Nash »

sirjuddington wrote:I have an intel q6600 and an nvidia gtx240, and get ~16-17fps. Interestingly, disabling textures doubled the framerate, so perhaps it's re-binding the texture for the model each time it draws it (which would get quite slow for that many models).
How are you disabling textures? Did you do it in the "OpenGL Options" menu in GZDoom? For me, doing this totally disables the model completely (model disappears) so it's not drawing any polygons from the model which would explain the FPS boost...
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