GZDoom 4.13.0 Released

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Rachael
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GZDoom 4.13.0 Released

Post by Rachael »

Notice: The survey is currently CLOSED. GZDoom 4.13.0 contains no survey code. This version will not prompt you to submit your hardware info.

Please do not post bugs or issues in release threads! Click here
Download (OpenGLES 2.0 and higher) (note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)

Highlights:
  • Added pistol start gameplay option
  • A few ID24 spec implementations, adds support for new Bethesda DOOM + DOOM II re-release and Legacy of Rust
  • Several multiplayer network fixes, especially with prediction
  • some savegame fixes, should now be able to delete them on windows
  • add Extra Parameters to iwad selection box
  • iwad selection box now always shows unless one of the following is true: it is disabled, -iwad is used from command line, or you load in a gameinfo that suggests an iwad
  • add mbf21 and mbf21 (strict) compatibility presets
  • particles and rollsprites are now square
  • ZMusic update, allows selecting a new module player
  • forced-perspective sprite clipping (limited ability for sprites to render under the floor)
  • support for Orthographic projection
  • decoupled animation fixes
  • able to now pass optional parameters in any order
Details
Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.13.0
Spoiler: This is long
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Rowsol
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Re: GZDoom 4.13.0 Released

Post by Rowsol »

I guess I'll finally update from the broken 4.11.
Thanks.
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Re: GZDoom 4.13.0 Released

Post by Deybar_TECH »

I'm curious about that Orthographic-projection feature.
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Cherno
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Re: GZDoom 4.13.0 Released

Post by Cherno »

Deybar_TECH wrote: Mon Oct 14, 2024 12:01 pm I'm curious about that Orthographic-projection feature.
Thankfully dileepvr provides a short description of the process to set it up. There's also a detailed wiki article.
Use any regular camera actor (or the included SpectatorCamera). Use its viewpos field with flags VPSF_ORTHOGRAPHIC. Set a non-zero length for ViewPos.Offset vector (this controls scale, the equivalent of fov). And that's it.
Have it pitch down or up a little to get sensible viewpoints.
For a useful camera, set flags VPSF_ABSOLUTEOFFSET | VPSF_ORTHOGRAPHIC. Then you can set the viewpos and angle and pitch up to always look at the camera postion, and then move the camera to the center of the scene.
[...]
For completeness (in case someone new sees this), setting player.camera to your custom camera actor will make its view the main view. Set player.camera to player.mo to restore defaults.
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Rowsol
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Re: GZDoom 4.13.0 Released

Post by Rowsol »

For lack of a better spot to post this, I'll leave this here. It's a showcase of the performance of this program throughout the years. This is not meant as anything other than to document the changes.

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Graf Zahl
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Re: GZDoom 4.13.0 Released

Post by Graf Zahl »

That entire video is completely useless unless you post the specs of the system(s) you tested on.
One important thing to remember is that as time went by, several defaults were changed to use more costly but higher quality settings, which of course does not play well with older hardware.
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Rowsol
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Re: GZDoom 4.13.0 Released

Post by Rowsol »

ok.

10400, 1650 super.

Not exactly old. Built it 4 years ago.

Simply loading up 4.10 raised the fps by almost 10% and they use the same .ini
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Re: GZDoom 4.13.0 Released

Post by merlin86 »

Rowsol wrote: Wed Oct 16, 2024 9:54 am For lack of a better spot to post this, I'll leave this here. It's a showcase of the performance of this program throughout the years. This is not meant as anything other than to document the changes.

I know Graf sometimes is "too direct" :D but I can agree with him.

Step 0: knowing the hardware gives context. For example: does the GPU support Vulkan?

Other things to keep in mind for my experience: configure the drivers. I've found nvidia drivers are getting complex and complex every release, which means some tune-up might help.
For my Ryzen 5900x and RTX 4070 helped a lot enabling G-Sync and put the settings into performance mode and enabling DXGI swapchain for GZdoom and in Sunlust God machine I have at least 80 FPS.

O/S and drivers change too, so IMHO, it's a test without tune-up is kinda useless.
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Rowsol
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Re: GZDoom 4.13.0 Released

Post by Rowsol »

Here's the old versions to try for yourself if you don't believe your eyes. https://www.mediafire.com/file/dcrwc8yd ... ns.7z/file
I won't comment anymore on the matter.
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Re: GZDoom 4.13.0 Released

Post by merlin86 »

As I answered in Youtube IMHO there are some problems with the map.
1) It has too many enemies: 41k is a lot. Maybe DSDA and other ports like that might help. With my 4070 and 5900x I get around 60 FPS with a pre 4.13 version from Github. For example VKDoom I get like 41 FPS, i need to investigate that, might be an error on my end.
2) The map looks big: AFAIK GZDoom has problems with really big maps: Making smaller maps in a hub might help, have a look at Selaco it has smaller maps and its performance is really good.
3) GZDoom changed too. Now there is ZSCript and looks pretty complex to manage, maybe it requires a more powerful CPU / GPU , but still there is nothing wrong with optimizing stuff even if you have unlimited resources.
4) If the map doesn't use some fancy GZDoom feature you could try Helion which removed BSP altogether, I saw with that port huge spikes in FPS even in really complex wads.

EDIT: I can confirm with Helion I have a solid 144 FPS but Helion doesn't use BSP at all.
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Re: GZDoom 4.13.0 Released

Post by Graf Zahl »

Most of the time gets lost while ticking all those 40000 monsters - sorry, but that is far too high for stable frame rates, even on a high end CPU. The difference between 4.x and 2.x seems to be some compensation that evens out frame times - on 4.x it's rather consistent 12-15 ms on my system, but on 2.x it wildly fluctuates between 1 ms and over 10 ms (it's too fast so I cannot make out the actual number. ) Due to these high fluctuations 2.x doesn't really feel smooth, in fact I find the more consistent frame rate in 4.x far less annoying.

I never added such compensation code, does anybody else know about it?
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merlin86
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Re: GZDoom 4.13.0 Released

Post by merlin86 »

I can confirm with -nomonsters I have a solid 144 FPS. The problem are the high monsters count. Splitting the map into smaller pieces with fewer monsters per piece should help.
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Re: GZDoom 4.13.0 Released

Post by dpJudas »

Graf Zahl wrote: Wed Oct 16, 2024 1:44 pm I never added such compensation code, does anybody else know about it?
I added code that slows down non-ticking frames to the same time as the last ticked frame - exactly to avoid the micro-stutters from the 2.x series. A high FPS on its own is useless if it isn't smooth IMHO.
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merlin86
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Re: GZDoom 4.13.0 Released

Post by merlin86 »

dpJudas wrote: Wed Oct 16, 2024 2:03 pm
Graf Zahl wrote: Wed Oct 16, 2024 1:44 pm I never added such compensation code, does anybody else know about it?
I added code that slows down non-ticking frames to the same time as the last ticked frame - exactly to avoid the micro-stutters from the 2.x series. A high FPS on its own is useless if it isn't smooth IMHO.
I can agree with that, makes sense.
Boondorl
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Re: GZDoom 4.13.0 Released

Post by Boondorl »

Rowsol wrote: Wed Oct 16, 2024 9:54 am For lack of a better spot to post this, I'll leave this here. It's a showcase of the performance of this program throughout the years. This is not meant as anything other than to document the changes.

Is there a point to this other than ragebait? Because using a map with 40k enemies to benchmark anything feels like a joke. Some people reported even DSDA Doom had spots where this map chugged.

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