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

For Total Conversions and projects that don't otherwise fall under the other categories.
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.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
0mnicydle
Posts: 93
Joined: Thu Jun 27, 2013 6:19 pm

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by 0mnicydle »

AFADoomer wrote:Open the /scripts/actors/effects/effects.zs file and comment out the entire Tick() call (lines 205-242 or so),and that *should* completely disable all culling for you. I will be interested in seeing how your performance compares without it.
Beautiful, thank you so much! Completely fixed the problem for me. I'm sure if I was running uncapped fps my average would be taking a hit right now, but since I'm capped at 35fps to deal with the strafe tilt issue anyway (or whatever it is), all I care about is frame time consistency, and yanking that bit out of the script has indeed delivered the goods. I played through the whole first part of c3m1 without any drops except for autosaves.

Thanks again!
User avatar
0mnicydle
Posts: 93
Joined: Thu Jun 27, 2013 6:19 pm

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by 0mnicydle »

One more thing I noticed: The globe model in Douglas' room is causing a nasty spike on intermap (when it loads) :)

Not that I imagine anyone is going to be too bothered about what happens on intermap, but if this model appears elsewhere it might become bothersome.

Having so much fun with this now though, really awesome work everyone!

EDIT/ Actually it seems like quite a few models are pretty heavy throughout the game and cause a hitch when they are first loaded, so no need to single out the globe in particular I guess. Is this just down to poly count, or what? I'm just wondering if there's some maximum level of complexity one could target to to make sure it's at least not going to compromise the 35fps experience for the average user. In any case, just disabling the culling alone made such a huge difference for me in the overall experience that I can ignore the one-off hitches for some of these models. Seeing some minor hitches in more asset heavy mods like this isn't completely unexpected for me, but I usually don't run capped at 35fps either, so I'm surprised some of these models are taking too long even for that. Prior to the culling hack though, I could easily and consistently find certain spots in the maps where if I walked back and forth across a certain threshold, I could trigger hitches in the same spot over and over, and now at least there's only one hitch the first time some particularly heavy model gets loaded in, which in some levels never happens at all--it just depends on if one of those killer models happens to be on that map.

EDIT/ I guess I'm also wondering if there's some way to get all the models that appear on a map to load as soon as the map starts, sort of like texture precache. I'd rather get all the waiting done up front, but it's very obvious to me that some of these models don't get loaded until I'm within a certain distance from them, as I can for instance lower scenery LOD, and intermap won't stutter until I get close to Douglas' room, versus before I even get to the HQ main entrance with it raised all the way up. What if you could raise the scenery LOD to such a ludicrous degree that it encompasses the entire map? I'm sure there's any number of engine level changes that could address this sort of thing, preloading, asynchronous asset streaming, etc... but I'm just trying to think of some quick and dirty way to fix it for people like me with resources to burn, cores and ram for days yo :D

EDIT/ Aaaand never mind the 'ludicrous' LOD idea--at least as an always on solution. I found for instance the city area of c3m0, it's too much for my system to crank the LOD to the current max even, let alone higher. But I think maybe temporarily setting LOD to 'ludicrous mode' just on level load, just to get everything loaded, and then quickly dialing it back down to the current user setting could work wonders, because so far having actor culling disabled is not preventing me from maintaining 35fps anywhere, but having LOD cranked too high definitely can; I was hitting 32fps or so in that city section with the LOD cranked. The way I imagine it working, the level loads and you get one giant hitch during the fade in before you have control anyway, and then you never get any more. But what do I know, it's probably a stupid idea for some reason, and I should just accept this is as good as it's gonna get :lol:
Last edited by 0mnicydle on Tue May 04, 2021 11:12 pm, edited 6 times in total.
User avatar
m1lk
Posts: 121
Joined: Sun Apr 04, 2021 10:00 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by m1lk »

AFADoomer wrote:You didn't get an end-of-chapter tally screen that looks like a chalkboard?
nope. just straight to console.

end of the 2nd ep, yes i got the tally screen.
Shadow_Wulfe
Posts: 19
Joined: Tue Jan 12, 2021 11:27 pm

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Shadow_Wulfe »

Unfortunately seems like Episode 2 no longer works for me.

Checking out of Level 1 causes a crash "VM execution aborted: tried to read from address zero.
Called from Z_ShadeME.SetEnableShadow at boa.ipk3:scripts/items/nashshadows.zs, line 234
Called from Z_ShadeMe.PostBeginPlay at boa.ipk3:scripts/items/nashshadows.zs, line 276"

Not sure what happened but I guess will have to wait for a patch.
User avatar
AFADoomer
Posts: 1341
Joined: Tue Jul 15, 2003 4:18 pm

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by AFADoomer »

Shadow_Wulfe wrote:Unfortunately seems like Episode 2 no longer works for me.

Checking out of Level 1 causes a crash "VM execution aborted: tried to read from address zero.
Called from Z_ShadeME.SetEnableShadow at boa.ipk3:scripts/items/nashshadows.zs, line 234
Called from Z_ShadeMe.PostBeginPlay at boa.ipk3:scripts/items/nashshadows.zs, line 276"

Not sure what happened but I guess will have to wait for a patch.
Does it do this repeatedly, or was this a one-time thing? Are you trying to load from a save or starting a new game?
riccardoman
Posts: 4
Joined: Wed May 05, 2021 3:35 am

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by riccardoman »

As 0mnicydle said I also have frequent hitches and frame drops on a realtively high end system (rtx 2070 max-q, intel i7-9750H). Tried the suggestion by AFADoomer but no improvements. Chapter 2 map 1 is unplayable for me
I love the game but the performance issues are really getting on my nerves. I tried every possible combination in the iptions menu but no substantial luck. Only the potato preset seems to do the job, but I would say that I should have a machine capable to maintain at least 70 fps on default settings
randomguy2021
Posts: 1
Joined: Wed May 05, 2021 8:50 am

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by randomguy2021 »

do i need doom 1 to run this using launchers like zdl?
i get an error about a map name not found
Last edited by randomguy2021 on Wed May 05, 2021 4:15 pm, edited 1 time in total.
User avatar
0mnicydle
Posts: 93
Joined: Thu Jun 27, 2013 6:19 pm

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by 0mnicydle »

riccardoman wrote:As 0mnicydle said I also have frequent hitches and frame drops on a realtively high end system (rtx 2070 max-q, intel i7-9750H). Tried the suggestion by AFADoomer but no improvements. Chapter 2 map 1 is unplayable for me
I love the game but the performance issues are really getting on my nerves. I tried every possible combination in the iptions menu but no substantial luck. Only the potato preset seems to do the job, but I would say that I should have a machine capable to maintain at least 70 fps on default settings
The anti-culling trick isn't really going to help if you're trying to get a good experience with an uncapped framerate, since the whole point of the culling is to improve overall performance. That was really just an experiment to see if it would at least reduce actor respawning associated hitching with rendering interpolation off, which it definitely did. The performance (at 35fps) is almost perfect for me now, except for a few heavy models that still cause a hitch the first time they get loaded. If you can stand to play at 35fps with the culling disabled, I think you'll find that is the best experience for now. For me anyway, there's a nasty issue with the movement code or the strafe tilting that doesn't play well with the rendering interpolation that can look like performance issues, but actually isn't if you monitor the frame times. If you're not graphing frame times you'll swear it's hitching, but I think what's actually happening is your view/position is getting reset via whatever script is running on the tic, away from whatever point the rendering interpolation let you get to.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49218
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Graf Zahl »

riccardoman wrote:but I would say that I should have a machine capable to maintain at least 70 fps on default settings
Not with this game...

The maximum settings seem to be only usable for those who can tolerate low frame rates. I also have to disable a lot of stuff to get into a state where the frame rate remains somewhat stable.
User avatar
0mnicydle
Posts: 93
Joined: Thu Jun 27, 2013 6:19 pm

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by 0mnicydle »

Actually I should point out too, this is the first time where using Vulkan over OpenGL has really been a must for me. I usually run capped under my monitor's max refresh rate of 144Hz, so I don't care about performance deltas you don't notice until you are in the hundreds of FPS, but here even running with rendering interpolation off, using Vulkan is the difference between playable and not in some areas.
riccardoman
Posts: 4
Joined: Wed May 05, 2021 3:35 am

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by riccardoman »

Perhaps having the comodity of all those new source ports for old shool FPS spoiled me, because now I find any FPS experience under 60-70 fps unplayable or headhache inducing. My brain seems to have forgotten how bad performance were on the first computers running doom or quake
I still hope on future optimizations so I could replay this amazing game with joy instead of frustration
User avatar
0mnicydle
Posts: 93
Joined: Thu Jun 27, 2013 6:19 pm

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by 0mnicydle »

Well, like a monkey freshly armed with a shiny new machine gun thanks to the pointer from AFADoomer, I managed to get rid of the movement jerkiness with rendering interpolation enabled that I was talking about by nuking lines 222-248 of the scripts\items\tilt.zs script 8-)
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49218
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Graf Zahl »

0mnicydle wrote:Well, like a monkey freshly armed with a shiny new machine gun thanks to the pointer from AFADoomer, I managed to get rid of the movement jerkiness with rendering interpolation enabled that I was talking about by nuking lines 222-248 of the scripts\items\tilt.zs script 8-)
That gem ranks high among the things that would ruin any game for me... :?
Toyoch
Posts: 43
Joined: Wed Jul 27, 2016 5:21 pm
Location: Japan

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Toyoch »

Enjoying the TC so far, but I found one (possible) issue in E2M3 :
Spoiler:
Shadow_Wulfe
Posts: 19
Joined: Tue Jan 12, 2021 11:27 pm

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Shadow_Wulfe »

AFADoomer wrote: Does it do this repeatedly, or was this a one-time thing? Are you trying to load from a save or starting a new game?
It was replicable even with exiting the game.

I worked around it by setting all settings to "low" then saving in the intermission place, then exiting and setting all settings back to max and reloading.

Not sure if there is a specific setting to modify for it though.

Loving the little changes to the chapters as well!

Return to “TCs, Full Games, and Other Projects”