GZDoom 4.13.0 Released

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Major Cooke
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Re: GZDoom 4.13.0 Released

Post by Major Cooke »

SyntherAugustus wrote: Fri Oct 18, 2024 6:55 pm I don't know what black magic you folks may have done, but certain Eviternity 2 maps (MAP32, MAP36) run much better now.

AMD 7900x3d + RTX 3080

edit: Maps with large draw distances and sections with very busy sprite usage perform so much better now.
It's just like in 4.12 when Graf did some black magic to make 3D floors render so much faster too. It's quite amazing. And I don't even have a very good graphics card, this laptop's from 2016. Desperately needs an upgrade.
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zrrion the insect
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Re: GZDoom 4.13.0 Released

Post by zrrion the insect »

particles and rollsprites are now square
I'm gonna ekiss whoever did this, has been bugging me for a while that they got stretched and then rotated

As for having 40k enemies or whatever the discussion was, the solution there is to spawn enemies in as needed instead of having them exist the entire time, to cull dead enemies (or some other solution that makes dead things less expensive), and to only tic actors within a certain distance of the player so that you are only dealing with a fraction of the currently spawned actors at a time.

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