Well, how about to shut up? If you have complaints, you should at least show a hint of technical understanding.DefectiveByDesign wrote: The original Crysis had framerate issues because they coded the game for a mythical 6 Ghz CPU instead of multi-threading, and terrible unfixable performance was the result. Gzdoom is the same. At some point, modders will completely break gzdoom, if they aren't already pushing it now.
The engine is going to have to implement better culling and multithreading to continue supporting all these high end mods. That or modders will have to quit making them, or use performance workaround hacks. It's not feasible to continue pushing the envelope any further with such limitations.
Hell, if they can't multithread, maybe do the reverse like that TempleOS guy did, where he combined multiple cores to compute a single task. I dunno, anything is better than the current way of ignoring performance optimization while increasing features that tax the engine.
It is very obvious that you have no *fucking clue* about the whole thing. The engine can only be as efficient as the maps being thrown at it and if maps get too large there is simply no way to keep up. Doom is very hard to optimize because there is no static mesh that can be used to reduce the workload. You have to recreate everything each frame because it may have changed. If you precalculate stuff you have to recheck it anyway because it may no longer be the same.
Also your ideas about multithreading clearly show that you do not know how this stuff works. The renderer already uses two threads, but you need to have transition points where they can exchange their data so that they won't block each other.
If you want a fully multithreaded renderer you need a different game design. Doom won't cut it, especially when you try to render wide open maps with 15000+ elements.
Yes, it could be made faster, if I could ditch OpenGL and do a total rewrite of the renderer to make full use of Vulkan. But here's the thing: This would *exactly* shut out those people on systems that have performance issues and mainly help those with fast, powerful computers where this mod already runs at stable 60 fps.
Also, if you so desperate to get this stuff, how about financing it? The devs here have to make a living, too, and GZDoom does not pay that. So it will inevitably get lower priority.