[Survey] How many of you CANNOT run GZDoom's OpenGL renderer
-
- Posts: 4449
- Joined: Sun May 30, 2004 10:16 am
- Preferred Pronouns: She/Her
- Location: GNU/Hell
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
Just modularize the thing if the sacrifice for vertex buffers is that dramatically costly of a user base. It still won't stop the CPU chokage on actors.
Also test for compliance in Mesa3D's software rasterizer. I know I did when I tried getting real paletted texturing to work in my port. I hate that slow thing, but if there's one thing useful about it, it's for that.
Also whatever Gzdoom revision Zandronum used on their last release, it works on a 3dfx Voodoo2 via MesaFX with playable performance on a Pentium II, so there's that. The only problem was the sky and some small instances of texture thrashing.
Also test for compliance in Mesa3D's software rasterizer. I know I did when I tried getting real paletted texturing to work in my port. I hate that slow thing, but if there's one thing useful about it, it's for that.
Also whatever Gzdoom revision Zandronum used on their last release, it works on a 3dfx Voodoo2 via MesaFX with playable performance on a Pentium II, so there's that. The only problem was the sky and some small instances of texture thrashing.
-
- Lead GZDoom+Raze Developer
- Posts: 49182
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
leileilol wrote:Just...
Behold, there's the Evil Word again...
-
- Posts: 1193
- Joined: Thu Apr 15, 2004 3:28 pm
- Location: Leeds
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
You don't know your own renderer? Bummer, man.Graf Zahl wrote:leileilol wrote:Just...
Behold, there's the Evil Word again...
-
- Posts: 476
- Joined: Fri Jun 12, 2009 11:23 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): KUbuntu 22.04.1 LTS
- Graphics Processor: nVidia (Modern GZDoom)
- Location: United States
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
I don't think that is what Graf Zahl was hinting about....Csonicgo wrote:You don't know your own renderer? Bummer, man.
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
No, his problem is with the word "just." When people say "just do something like this," it implies it's the most obvious, easiest solution, usually without knowing how much effort that suggestion would take and/or without knowing if the solution would actually work.Csonicgo wrote:You don't know your own renderer? Bummer, man.Graf Zahl wrote:Behold, there's the Evil Word again...
For example, I was working on getting the Swarm Launcher's missiles homing in on the tracer projectile, a friend of mine (mechanical engineering student with almost no programming background) asked me what I was working on, then asked what the problem was. After I explained, he said "just make the tracer projectile drop a bunch of invisible monsters in a line that don't move, and have the missiles home in on those." That's just one example, and most of the time I see it in Feature Suggestions when someone gives a solution to a problem that flat out won't work, like "Just use A_RadiusGive to give an item that the monster checks for and etc. etc."
-
-
- Posts: 26571
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
"Just" is, without question, the most evil word on these boards.
While I'm not qualified to comment on the particular suggestion that leileilol made (leilei is well versed in such things and I am not), as a general rule, when the word "just" is used, as often as not, it turns out that the "solution" is anything but something that you could "just" do. In fact, it's often a boat-load of work and may actually be an inappropriate "solution" that doesn't actually solve the problem anyway.
Graf, and plenty of others, have often been told to "just" do something and very often, there is no "just" about it. So, sensitivity to the word is quite justified. No pun intended.
While I'm not qualified to comment on the particular suggestion that leileilol made (leilei is well versed in such things and I am not), as a general rule, when the word "just" is used, as often as not, it turns out that the "solution" is anything but something that you could "just" do. In fact, it's often a boat-load of work and may actually be an inappropriate "solution" that doesn't actually solve the problem anyway.
Graf, and plenty of others, have often been told to "just" do something and very often, there is no "just" about it. So, sensitivity to the word is quite justified. No pun intended.
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
You're a horrible person.Enjay wrote:So, sensitivity to the word is quite justified. No pun intended.
-
- Posts: 797
- Joined: Thu Sep 26, 2013 1:58 pm
-
- Posts: 4449
- Joined: Sun May 30, 2004 10:16 am
- Preferred Pronouns: She/Her
- Location: GNU/Hell
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
Avoiding the whole modularizing suggestion with a little ad hominem over one word I see. Of course it's an obvious solution for preserving support. Do you have a better idea, other than wishing for a nasty Nvidia monopoly?
-
- Lead GZDoom+Raze Developer
- Posts: 49182
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
leileilol wrote:Avoiding the whole modularizing suggestion with a little ad hominem over one word I see. Of course it's an obvious solution for preserving support. Do you have a better idea, other than wishing for a nasty Nvidia monopoly?
If it was *just* that easy...
The renderer is a very complex piece of code that can't *just* be modularized and upgraded. As for NVidia vs. AMD, right now it's *just* some really old piece of immediate mode code. It has to make countless workarounds due to the shortcomings of old graphics hardware that bloat the code and make significant parts of the logic non-intuitive because it has to be shoehorned into a design model that's completely different than what I'd really need.
Most of this can be solved on modern hardware but then support for old graphics card from nearly a decade ago will *just* go down the drain.
But hey, you *just* made a suggestion...
If you want to modularize, be my guest, you'll eventually find out that it's *just* not an quick'n easy task...
PS: I don't wish for a 'nasty NVidia monopoly', I wish for AMD and Intel to get their act together and release some decent OpenGL drivers that don't get bogged down by strange bugs (par for course for AMD) or a profound lack of feature support (Hear my words, Intel!)
-
- Lead GZDoom+Raze Developer
- Posts: 49182
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
So...
I finally managed to get a test version together that renders all walls and flats with a dynamic vertex buffer.
I ran some tests on my Geforce 550 with Frozen Time (frozent.wad), which is currently one of the more demanding maps, even without dynamic lights and other fancy stuff.
Results: Current GZDoom 1.8.6 requires approx. 24ms to process a frame with vertex buffer for flats on, 26 ms with vertex buffer for flats off.
Using a dynamic vertex buffer it needs 23 ms, so it's a tiny bit faster but not much.
I did some further tests, showing that only 0.5ms of that time are used for issuing draw calls to the driver.
It shows one thing very clearly: It's absolutely pointless at this time to optimize rendering flow. The number of draw calls appears to be mostly irrelevant.
To get an idea of how this works on different hardware I attached a test build to see how this behaves on different hardware.
Please note that this requires OpenGL 4.x and some relatively recent extensions.
If you can get this to work I need the following:
Download Frozen Time: http://www.doomworld.com/idgames/index. ... rozent.zip
Download the test build: http://forum.drdteam.org/viewtopic.php?f=22&t=6305 (For some reason I was unable to attach it to this post.)
Run GZDoom 1.8.4 or later with the savegame from the attachment, once with dynamic lights loaded, once with dynamic lights not loaded, and run the 'bench' command for both with 'vid_vsync' set to 0.
Run the test build from the attachment and repeat the same. Note: The gzdoom.pk3 file is different so best run from a different directory, but with the same zdoom.ini.
Post the output along with your specs.
I finally managed to get a test version together that renders all walls and flats with a dynamic vertex buffer.
I ran some tests on my Geforce 550 with Frozen Time (frozent.wad), which is currently one of the more demanding maps, even without dynamic lights and other fancy stuff.
Results: Current GZDoom 1.8.6 requires approx. 24ms to process a frame with vertex buffer for flats on, 26 ms with vertex buffer for flats off.
Using a dynamic vertex buffer it needs 23 ms, so it's a tiny bit faster but not much.
I did some further tests, showing that only 0.5ms of that time are used for issuing draw calls to the driver.
It shows one thing very clearly: It's absolutely pointless at this time to optimize rendering flow. The number of draw calls appears to be mostly irrelevant.
To get an idea of how this works on different hardware I attached a test build to see how this behaves on different hardware.
Please note that this requires OpenGL 4.x and some relatively recent extensions.
If you can get this to work I need the following:
Download Frozen Time: http://www.doomworld.com/idgames/index. ... rozent.zip
Download the test build: http://forum.drdteam.org/viewtopic.php?f=22&t=6305 (For some reason I was unable to attach it to this post.)
Run GZDoom 1.8.4 or later with the savegame from the attachment, once with dynamic lights loaded, once with dynamic lights not loaded, and run the 'bench' command for both with 'vid_vsync' set to 0.
Run the test build from the attachment and repeat the same. Note: The gzdoom.pk3 file is different so best run from a different directory, but with the same zdoom.ini.
Post the output along with your specs.
-
- Posts: 5886
- Joined: Tue Jul 19, 2005 9:06 pm
- Location: New Zealand
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
You haven't uploaded any saved game.
-
- Lead GZDoom+Raze Developer
- Posts: 49182
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
Damn, it was supposed to be in there. Ok, fixing.
-
- Posts: 5886
- Joined: Tue Jul 19, 2005 9:06 pm
- Location: New Zealand
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
Huh. Not quite what I expected:
Code: Select all
pre584-nolights
Map MAP01: "entryway",
x = 4676.2854, y = 5956.6655, z = 369.0000, angle = 90.3790, pitch = -1.3348
Walls: 14600 (0 splits, 2007 t-splits, 122666 vertices)
Flats: 537 (24549 primitives, 108130 vertices)
Sprites: 708, Decals=0, Portals: 1
W: Render=22.434, Split = 0.000, Setup=6.592, Clip=12.890
F: Render=1.859, Setup=0.300
S: Render=0.484, Setup=2.314
All=64.572, Render=29.969, Setup=32.879, BSP = 10.779, Portal=0.291, Finish=1.596
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
16 fps
Code: Select all
pre584-lights
Map MAP01: "entryway",
x = 4676.2854, y = 5956.6655, z = 369.0000, angle = 90.3790, pitch = -1.3348
Walls: 14600 (0 splits, 2007 t-splits, 122666 vertices)
Flats: 537 (24549 primitives, 108130 vertices)
Sprites: 708, Decals=0, Portals: 1
W: Render=23.198, Split = 0.000, Setup=6.432, Clip=12.620
F: Render=4.494, Setup=0.252
S: Render=1.065, Setup=2.465
All=68.669, Render=34.588, Setup=32.626, BSP = 10.854, Portal=0.296, Finish=1.331
DLight - Walls: 2122 processed, 413 rendered - Flats: 7232 processed, 652 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
13 fps
Code: Select all
testversion-nolights
Map MAP01: "entryway",
x = 4676.2854, y = 5956.6655, z = 369.0000, angle = 90.3790, pitch = -1.3348
Walls: 14600 (0 splits, 2007 t-splits, 197291 vertices)
Flats: 537 (24549 primitives, 108130 vertices)
Sprites: 708, Decals=0, Portals: 1
W: Render=18.002, Split = 0.000, Setup=6.740, Clip=12.821
F: Render=6.029, Setup=0.261
S: Render=0.459, Setup=2.346
All=67.973, Render=29.529, Setup=32.731, BSP = 10.561, Portal=0.162, Finish=5.593
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
15 fps
Code: Select all
testversion-lights
Map MAP01: "entryway",
x = 4676.2854, y = 5956.6655, z = 369.0000, angle = 90.3790, pitch = -1.3348
Walls: 14600 (0 splits, 2007 t-splits, 197291 vertices)
Flats: 537 (24549 primitives, 108130 vertices)
Sprites: 708, Decals=0, Portals: 1
W: Render=19.264, Split = 0.000, Setup=6.635, Clip=12.504
F: Render=6.536, Setup=0.267
S: Render=0.784, Setup=2.307
All=68.110, Render=31.663, Setup=32.129, BSP = 10.413, Portal=0.164, Finish=4.198
DLight - Walls: 2142 processed, 0 rendered - Flats: 659 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
13 fps
Spoiler: You want specs? Here, have all the specs.
-
- Lead GZDoom+Raze Developer
- Posts: 49182
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend
Well, to be honest, it perfectly matches my own results, just with a CPU only 1/3 as fast. The result for the increase in flat rendering time is that this test version has to disable the static vertex buffer which is being used in the official build. (That's why it's merely a test version.)
The increase of the finish time is just another effect of this. It seems with a CPU as slow as yours the graphics card is hanging idle for most of the time.
So what CPU do you use anyway?
The increase of the finish time is just another effect of this. It seems with a CPU as slow as yours the graphics card is hanging idle for most of the time.
So what CPU do you use anyway?