[Wolfenstein: Blade of Agony] v3.1 released (p204)

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Graf Zahl
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Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by Graf Zahl »

Despite this post being a few weeks old,I'd still like to answer:
drako wrote: I am wondering if somebody is able to explain what exactly is wrong with the GPU I have (mobile intel 4 series express chipset), beyond that it is old. Or maybe it is just the nature of OpenGL 2.1?
The problem is not that the GPU is old, but that it's WEAK, i.e. it needs a lot more time to do stuff like some real graphics card. Every single rendering action is multiple times slower and that simply adds up if you try to play something that demands a bit more processing power (and in case of very demanding mods like BoA it simply folds.) There is nothing that can be done on the software side here, the only chance to get better speed is a better graphics card. These old Intel Integrated chipsets were not made for gaming but for typical working tasks and they quickly reach their limits.

[Edit] Since the behavior on Ozymandias81's GPU (I assume you have OpenGL_ver>=3.0) is exactly opposite to what happens on my GPU (OpenGL_ver=2.1), maybe there is somewhere in the gzdoom source code a forgotten condition of this type:
drako wrote: If (OpenGL_ver<3) then
render_everything_behind_the_door
else
render_door_only
Such conditions do not exist. Either something is deemed visible or not, if not, it's skipped, but otherwise it's rendered. Your hardware is simply not powerful enough. Even a low end card like the Geforce 610 can run circles around it easily. To get this into perspective, a modern entry level card like the 610 is approx. 5x faster than your integrated chipset (that is if you include driver overhead, without that it'd be even more) and a real gaming graphic is yet again 4-5x as fast, if not more.
For those of you who have GPUs with OpenGL_ver>=3.0 (probably most of you), programming skills and plenty of free time there is a tool https://www.opengl.org/sdk/tools/GLIntercept/ which allows "Test lower end rendering paths without changing cards". It would be interesting to see how BoA and gzdoom are performing when you enforce using OpenGL_ver=2.1 on your new card. In particular, does the same problem with "3 fps door" occur?
[/quote]

GZDoom 1.x is a bit slower than 2.x on that hardware - the motivation for 2.x being that it can use more optimized shaders and rendering methods to improve speed -, but the difference is not that large. I can only repeat myself: It's not the software but the hardware that's the limiting factor here.
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Ozymandias81
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Ozymandias81 »

drako
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Re: [WolfenDoom] Blade of Agony (new shots p73)

Post by drako »

Graf Zahl thank you for your reply.
Graf Zahl wrote:
drako wrote: Since the behavior on Ozymandias81's GPU (I assume you have OpenGL_ver>=3.0) is exactly opposite to what happens on my GPU (OpenGL_ver=2.1), maybe there is somewhere in the gzdoom source code a forgotten condition of this type:
If (OpenGL_ver<3) then
render_everything_behind_the_door
else
render_door_only
Such conditions do not exist. Either something is deemed visible or not, if not, it's skipped, but otherwise it's rendered.
I was referring to one of my previous posts http://forum.zdoom.org/viewtopic.php?f= ... 25#p885418 , where I attach screenshots. I get 3 fps when I look at door only, while fps is 98 on a more complicated scene. I really do not see any reason for that. A simpler scene should be rendered faster, not 30 times slower, on any hardware.

Ozymandias81: Thanks for posting your GPU specs. Very nice.
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Graf Zahl
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Graf Zahl »

To see where this time is spent you can open the console and enter 'stat rendertimes'. That will print some info that may show what's up.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Tormentor667 »

One note towards the poll's results atm: Expect WolfenDoom : Blade of Agony to be Single Player only for the first release. We considered having support for up to 4 players in the beginning but as people don't see this as an essential feature, we'll leave it out for now. On the other hand, things will be much easier for us now in terms of scripts, mapping and special features which wouldn't be possible in mutiplayer. So thanks alot to all of you for participating.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by UnTrustable »

Tormentor667 wrote:On the other hand, things will be much easier for us now in terms of scripts, mapping and special features which wouldn't be possible in mutiplayer.
I know exactly what you mean. :3:
I also encountered some multiplay issues with my Wolf3D Invasion project.
I am not an expert programmer, but im not avoiding multyplay features in my project. :wink:

Anyways, Blade of Agony is well made sofar. Keep it up
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by BFG »

this is an absolute single player mod, because the character is suppose to be alone in this fight. But i'd expect the multiplayer edition of this mod to be like KDiZD-coop
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Luigi2600 »

You know if you want Tormentor667, I can make you an entirely new hitler for blade of agony so he can fit the style of all the other enemies in the mod.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by ThomasNoname »

This is such a cool idea. I love it!
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Tormentor667 »

Luigi2600 wrote:You know if you want Tormentor667, I can make you an entirely new hitler for blade of agony so he can fit the style of all the other enemies in the mod.
Thanks for the offer but we already got served by BigDaveHadSomeToo :)
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by demo_the_man »

I know it would be an anticlimax, but couldnt killing hitler be a stealth mission, and you have to sneak up to where he is and deliver a single head shot while hes in a motorcade or getting off a train? Then afterwards the escape can be made fully run and gun.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Lycaon »

demo_the_man wrote:I know it would be an anticlimax, but couldnt killing hitler be a stealth mission, and you have to sneak up to where he is and deliver a single head shot while hes in a motorcade or getting off a train? Then afterwards the escape can be made fully run and gun.
Hoe bout no?
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BFG
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by BFG »

demo_the_man wrote:I know it would be an anticlimax, but couldnt killing hitler be a stealth mission, and you have to sneak up to where he is and deliver a single head shot while hes in a motorcade or getting off a train? Then afterwards the escape can be made fully run and gun.
Hitler is probably more than just a vulnerable human in this though, they've been raiding tombs of Egypt, he's probably gained some kind of power.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Tormentor667 »

demo_the_man wrote:I know it would be an anticlimax, but couldnt killing hitler be a stealth mission, and you have to sneak up to where he is and deliver a single head shot while hes in a motorcade or getting off a train? Then afterwards the escape can be made fully run and gun.
Don't worry, you get your surprise ;)
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Lycaon »

I'd love to see hitler using the spear of destiny vs you with the blade of agony
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