Slaughter Map Performance Booster

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Darkcrafter
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Re: Slaughter Map Performance Booster

Post by Darkcrafter »

This seems to be a nice addition. I think there must be a way to improve it a bit. Since it slows down the ticker there must be a way to compensate for it by increasing actor movement speeds, according to the ticker slowdown amount, would have made the actors movements choppier. Would that make any sense?
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Rowsol
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Re: Slaughter Map Performance Booster

Post by Rowsol »

If you still working on this I have an idea. Increase their Speed property when slowed. This helps with monster teleports being slow as the monsters are far away walking very slowly to the teleporter. These are common on slaughtermaps.
Ludecan
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Re: Slaughter Map Performance Booster

Post by Ludecan »

This is amazing! Thanks for sharing! I'm currently struggling to run Brutal Doom Platinum 3.1/4.0 + Eviternity map32 on both my Steam Deck and a 15% overclocked i7 6700k (it runs fine on an i9 13900k though).
I'm don't have them with me right now but I'll test it out and report back.
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Re: Slaughter Map Performance Booster

Post by Ludecan »

So, it definitely helps but it doesn't totally eliminate the issue. It jumps from ~26fps avg with drops to ~35 fps (100% speed if I'm not mistaken) with drops, mainly due to blood splatters. I think this would be playable in the 6700k.

The deck has roughly 80% the single core performance, plus the 6700k is 15% overclocked so I don't think it's gonna make it there though. I'll give it a try later.

Anyway this is awesome to have in the arsenal. Thanks for sharing!

Edit: more updates, on the Steam Deck it gets to 35 fps too (distance set to 1000, multiplier to 15x), but for some reason it gets a lot less fps drops. The reduced stuttering makes for a much more playable experience, I feel I can now beat the level and then continue my playthrough on hopefully some less demanding levels. This is awesome, thanks again!
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Rachael
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Re: Slaughter Map Performance Booster

Post by Rachael »

You're welcome - I am glad that it helps. :)
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Rowsol
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Re: Slaughter Map Performance Booster

Post by Rowsol »

This needs to not affect the player's stuff. Playing Russian Overkill and launching one of the BFG altfires into the distance slows the animation down with the monsters, causing it to take forever to actually do it's thing.
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Rachael
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Re: Slaughter Map Performance Booster

Post by Rachael »

You're right. Done.

And since it's been 2 years since last release, here's a new release for you too.

https://github.com/madame-rachelle/Slau ... b-v1.2.pk3
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Rowsol
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Re: Slaughter Map Performance Booster

Post by Rowsol »

Sweet. Thanks.
edit: unfortunately, it didn't fix the issue. https://youtu.be/dFfTd7CZk4Q
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Rachael
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Re: Slaughter Map Performance Booster

Post by Rachael »

I'll work on it more later, I have too much in the way of projects and meetings going on at the moment, but I'll push another update soon. It probably won't be compatible with all Dehacked stuff though.
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Void Warrior
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Re: Slaughter Map Performance Booster

Post by Void Warrior »

Holy shit! It's working! Not ideal, of course, but Gzdoom began to lag less with a large number of monsters. I checked for «Doom 2 In City Only» on MAP23.

Why wasn't such a mod immediately inserted into GZDOOM? It is extremely needed by default!
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Void Warrior
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Re: Slaughter Map Performance Booster

Post by Void Warrior »

I think that slowing down is also associated with a lot of projectiles if a lot of monsters are shooting. Is there any way to optimize this?
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Rachael
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Re: Slaughter Map Performance Booster

Post by Rachael »

1) It's not in GZDoom by default because it would probably break too many mods/mapsets with the way they work. No matter how you set it up, adding this mod makes those mapsets more playable and easier, even if you didn't get a performance boost from GZDoom out of it. Ultimately it's up to Graf to decide if he wants to include such a feature in GZDoom by default, I figured he wouldn't so I never asked.
2) There is a setup menu for the mod, by default it makes distant monsters more aggressive - it does this because they are so much slower to respond to your actions, so it tries to make up for it. Here are the screenshots to find the option: https://imgur.com/a/uh487bl
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Void Warrior
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Re: Slaughter Map Performance Booster

Post by Void Warrior »

Rachael wrote: Tue Jun 25, 2024 1:44 am 1) It's not in GZDoom by default because it would probably break too many mods/mapsets with the way they work. No matter how you set it up, adding this mod makes those mapsets more playable and easier, even if you didn't get a performance boost from GZDoom out of it. Ultimately it's up to Graf to decide if he wants to include such a feature in GZDoom by default, I figured he wouldn't so I never asked.
2) There is a setup menu for the mod, by default it makes distant monsters more aggressive - it does this because they are so much slower to respond to your actions, so it tries to make up for it. Here are the screenshots to find the option: https://imgur.com/a/uh487bl
That's how I understood that it depends on Graf Zahl's decision. However, it is quite strange not to add a mod that is good to use in Slaughter Maps.

I have not noticed any conflicts with mods (so far). I've played with «Babel», «Brutal Doom V22 Beta 7a», and even «DN3DOOM». Moreover, yesterday I talked with kipo50, the creator of «DN3DOOM», about compatibility with your mod. As he told me, he made a better optimization thanks to your mod, which he modified a little (if not improved). But here's the oddity. My PC is not particularly powerful. When I launched his mod with «Okuplok Slaughter Map», then WAD slowed me down. But when I launched along with your mod and «DN3DOOM», there were practically no brakes left.

Maybe I should test your mod with other modifications.

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