MinFPS Console Command

Tue Aug 24, 2021 9:35 pm

The MinFPS console command would ensure that your frames per second won't go below the number you set it as, automatically optimizing the game as you play it by reducing the number of cosmetic special effects automatically on the fly, or asking you if you'd like to change a setting that is causing performance issues.

Re: MinFPS Console Command

Tue Aug 24, 2021 10:38 pm

Zenon wrote:The MinFPS console command would ensure that your frames per second won't go below the number you set it as, automatically optimizing the game as you play it by reducing the number of cosmetic special effects automatically on the fly, or asking you if you'd like to change a setting that is causing performance issues.

What I would like to ask, is which "cosmetic" elements can GZDoom be smart enough to disable, and are they actually what's causing the performance issues?

Re: MinFPS Console Command

Tue Aug 24, 2021 11:37 pm

Sounds like what you want is that one Unreal feature, "MinDesiredFrameRate", which actually requires modders to explicitly handle it through the Level.bDropDetail variable.

I'm not sure if something like that would be deterministic in the first place, too.

Re: MinFPS Console Command

Tue Aug 24, 2021 11:58 pm

Sorry, but no. This simply cannot be done.

First, only the map can know which elements can be safely discarded, but not the engine.
Second, if it's the renderer that is causing the slowdown things will get even more tricky because it heavily depends on the hardware what part is getting slow. For some it's geometry throughput, for others it's effects.

As an extreme example, take last year's Cacoward winner Ar Luminae. Aside from being so large that dynamic lights become a problem, its main culprit for the poor performance is - all the waggling tables and stuff in the map! So, how to handle this with a generic heuristic?

Re: MinFPS Console Command

Wed Aug 25, 2021 12:27 am

Marisa Kirisame wrote:Sounds like what you want is that one Unreal feature, "MinDesiredFrameRate", which actually requires modders to explicitly handle it through the Level.bDropDetail variable.

Yeah that.

Graf Zahl wrote:Sorry, but no. This simply cannot be done.

Oh, okay. Thanks anyway