For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
phantombeta wrote: ↑Thu Sep 08, 2022 7:47 am
Doesn't matter which. Again, GZDoom has to decompress the textures before transferring them to the GPU, because GPUs can't use compressed formats like PNG, they need raw image data. It doesn't matter what you do, a texture of a certain size will always take the same amount of VRAM when loaded by GZDoom, so a 1K texture will always take up at least 4MB of VRAM.
D2 Mod Player wrote: ↑Thu Sep 08, 2022 3:03 pm
I also tried many techniques to reduce the size of my PNG's. The GPU would still run out of memory and the stuttering in-game was horrendous due to being unable to pre-cache. It reads each pixel decompressed as data, regardless of the detail in your image.
So what I did was take my 50 frames per enemy and reduced it to 1024x1024 instead of 2048x2048 and it was fine (Mostly, LOL). I even experimented with a compress-less PK3 (zip) file.
The culprit evil fiend was the PNG files themselves.
In that case then, i think the only solution would be lowering the resolution of the PBR textures to 512 or 256, just to reduce the amount of texture data loaded at once
Or buy a modern graphic card. I was doing tests on 840m and the average of fps is about 30 fps, zero freezes. We are talking about a card four generations older than current ones. So yes, I can make a special lowres version for you, but don't expect me to adapt the whole project to the 10 years old hardware. By the way, you can run batch conversion by yourself, just talking
phantombeta wrote: ↑Thu Sep 08, 2022 7:47 am
Doesn't matter which. Again, GZDoom has to decompress the textures before transferring them to the GPU, because GPUs can't use compressed formats like PNG, they need raw image data. It doesn't matter what you do, a texture of a certain size will always take the same amount of VRAM when loaded by GZDoom, so a 1K texture will always take up at least 4MB of VRAM.
D2 Mod Player wrote: ↑Thu Sep 08, 2022 3:03 pm
I also tried many techniques to reduce the size of my PNG's. The GPU would still run out of memory and the stuttering in-game was horrendous due to being unable to pre-cache. It reads each pixel decompressed as data, regardless of the detail in your image.
So what I did was take my 50 frames per enemy and reduced it to 1024x1024 instead of 2048x2048 and it was fine (Mostly, LOL). I even experimented with a compress-less PK3 (zip) file.
The culprit evil fiend was the PNG files themselves.
In that case then, i think the only solution would be lowering the resolution of the PBR textures to 512 or 256, just to reduce the amount of texture data loaded at once
Or buy a modern graphic card. I was doing tests on 840m and the average of fps is about 30 fps, zero freezes. We are talking about a card four generations older than current ones. So yes, I can make a special lowres version for you, but don't expect me to adapt the whole project to the 10 years old hardware. By the way, you can run batch conversion by yourself, just talking
The game is stuttering, not dropping FPS, the FPS is fine, loading a bunch of 1k textures at once makes the game stop complete for about a second or so
generic name guy wrote: ↑Thu Sep 08, 2022 4:32 pmThe game is stuttering, not dropping FPS, the FPS is fine, loading a bunch of 1k textures at once makes the game stop complete for about a second or so
I mean no disrespect, but at the end of the day, you're working with a fairly outdated gfx card and GZDoom has its limitations. Can we now move on from the topic of optimizations, please?
generic name guy wrote: ↑Thu Sep 08, 2022 4:32 pmThe game is stuttering, not dropping FPS, the FPS is fine, loading a bunch of 1k textures at once makes the game stop complete for about a second or so
I mean no disrespect, but at the end of the day, you're working with a fairly outdated gfx card and GZDoom has its limitations. Can we now move on from the topic of optimizations, please?
The same thing happens on my phone, which definitely doesn't have an outdated graphics card.
Anyways, i should have moved from this topic long ago, since he clearly is not going to do anything about it.
generic name guy wrote: ↑Thu Sep 08, 2022 4:32 pmThe game is stuttering, not dropping FPS, the FPS is fine, loading a bunch of 1k textures at once makes the game stop complete for about a second or so
I mean no disrespect, but at the end of the day, you're working with a fairly outdated gfx card and GZDoom has its limitations. Can we now move on from the topic of optimizations, please?
The same thing happens on my phone, which definitely doesn't have an outdated graphics card.
Anyways, i should have moved from this topic long ago, since he clearly is not going to do anything about it.
I have gtx 1070 and i7 4770 with 1440p monitor. 6 years old card and 9 years old cpu and do not have problem with this textures. Everything is very smooth. I have also other hd textures, hd sprites and chello voxels in game and not problem with performance. I was many stutters in gz doom in past and help me with performance when I add gzdoom and all wads on primary ssd . All stuttering was gone.
I mean no disrespect, but at the end of the day, you're working with a fairly outdated gfx card and GZDoom has its limitations. Can we now move on from the topic of optimizations, please?
The same thing happens on my phone, which definitely doesn't have an outdated graphics card.
Anyways, i should have moved from this topic long ago, since he clearly is not going to do anything about it.
The same thing happens on my phone, which definitely doesn't have an outdated graphics card.
Anyways, i should have moved from this topic long ago, since he clearly is not going to do anything about it.
Update:
Added all missing light trims, bigdoor1, few gray textures, shawn2, redwall, pipe2, brownhug and lots of new flats. I also added alternative low resolution versions: 512 and 256. Especially 256 version is best suited to a pixelated environment of Doom, so if someone doesn't like the contrast between high resolution textures and the rest of the game, I advise you to use 256 version.
Original Res Textures for these work well believe it or not, been experimenting with GIMP and palettes to do the materials at doom res since some things get crunched in the resize process, and it has little performance cost, BIMP for GIMP was highly helpful in this btw
DrFrnknsprtr wrote: ↑Tue Sep 20, 2022 4:47 am
Original Res Textures for these work well believe it or not, been experimenting with GIMP and palettes to do the materials at doom res since some things get crunched in the resize process, and it has little performance cost, BIMP for GIMP was highly helpful in this btw