performance loss

edited 2013 Dec 11 in Technical Support
Hi again, finally decided to change the version of 1.9.8 to 1.12.2, and could demonstrate a significant performance loss.
I leave some examples:

3w0r.png
08qr.png

lt2p.png
1xj4.png

i try to adjust the settings, shadows, lights, etc but i only win around of 8 to 10 fps, and i have a high end system, well I hope you can help me a little, or I'll have to go back to version 1.9.8.

oh yeah I almost forgot, this version 1.12.2 continues to have problems with custom sounds, I had reported on this topic viewtopic.php?f=7&t=1482&hilit=custom+sound , but never got a definitive answer. thanks anyway and keep up the great work.

Comments

  • We have one issue in the tracker that could be related: http://tracker.skyjake.fi/issues/1132

    Have you tried 1.11.0? It would be helpful to check if if this case is related to #1132.
  • yep i tried the 1.11.0 and also has a low performance but not as low as 1.12.2, compared with my screenshots 2 and 4 above, 1.11.0 have 33 and 48 fps respectively. so i think I'll stay with 1.9.8.
  • I've never seen lava look that good in Doom. Also, when were round objects and stalactites hanging off the ceiling ever supported? I'm seeing that in the top pic and don't recall ever seeing this kind of rendering in Doom, and Doomsday definitely doesn't support it in 1.9.8. Doomsday can't do that yet so the picture at the top doesn't make sense
  • if you count it as a custom decoration then it is possible with the MD2 model format and the lava could just be an oversize texture.
  • dude, i create a lot of things in doomsday, new monsters, objets, decorations, etc. these stalactites are one of my new custom objets. :) and the lava its just a high ress texture decorated with particles and glow.
  • is the lava available as an addon download? I only know of the dhtp version. I wonder if your version also has neat and smooth animation. The current dhtp lacks smooth flowing fluids and only consists of about 4 frames per liquid.
  • gary wrote:
    is the lava available as an addon download? I only know of the dhtp version. I wonder if your version also has neat and smooth animation. The current dhtp lacks smooth flowing fluids and only consists of about 4 frames per liquid.
    That is because the original animations are 4 frames.

    Adding (or removing) frames requires changing behaviour (i.e loading a ded).
  • there was a ded at some point that allowed that and the textures we have now used to have more frames of animation and i can't for the life of me remember who made them but i think it was Freelanzer.
  • Freelanzer. i have that addon from 1.8.6, really nice liquids, unfortunately does not work with current versions of doomsday.
  • It was a liquids pack I had back in 2006, but it disappeared. I remember how smooth it was, and noticed the decrease in frames after using the texture pack version. It was good stuff (that liquid pack)....I must have removed it because it did not work anymore, as you said.
  • Same here... even just tried the latest build too.. My frame rates are often half what they used to be.
  • Re: liquids pack I had back in 2006

    If this is the resource pack I think it is (JohnX's liquids?) then the reason it doesn't animate fluidly is due to a problem with the add-on. Specifically, it relies on the old algorithm Doomsday used when generating texture animations, which, does not care about the order of the lumps in the WAD file. Vanilla DOOM uses a different algorithm in which the lump order defines the animation frame sequence. Back during the old 1.9.x-beta phase the old algorithm was replaced to work compatibly with vanilla, to maximize wider add-on compatibility.

    I would expect that fixing/updating this add-on is simply a case of reordering the lumps, following the standard vanilla convention.
  • how would one do that? since the needed wad file is in order but doomsday only recognizes 9 frames at max from my testing. the wad file is needed or it will only show the default number of frames.
  • Open a WAD lump editor (such as Slade) and then reorder the lumps for each flat animation sequence so that they appear in contiguous order, from first to last frame. For example, the correct order of the 3-frame animated flat sequence NUKAGE would be:

    0: NUKAGE1 <-- Start frame. Always first.
    1: NUKAGE2
    2: NUKAGE3 <-- End frame. Always last.

    Say the add-on adds another two frames into that sequence, the result might be:

    0: NUKAGE1 <-- Still first.
    1: NUKAGE1A
    2: NUKAGE2
    3: NUKAGE2A
    4: NUKAGE3 <-- Still last.

    The names of the new lumps doesn't really matter, so long as the order is correct.

    The DOOM wiki has an article listing all flat animations in DOOM.
  • Wouldn't the ded def's, that the add-on had to have in order to add the extra frames back in the 1.8.6 era, (I'm not aware of a download link, so I can't confirm), overrule the default's though?

    Though the custom animations from an old mod of mine, run a lot slower in modern Dday than in 1.8.6.
  • Support for texture animations defined/modified using Group definitions was dropped back when the Material system was introduced. (Group definitions are still used for precaching, though). At the time I couldn't see a way to retain support for extending animations with Groups alongside both the vanilla algorithm and the Material based method. As there were only a couple of published mods that I knew of that made use of the feature (JohnX's liquids being one), I figured that a vanilla compatible method and the new Materials were more important than backward compatibility in this instance.

    However, this was many years ago. It may be that we can do something about that now.
    Vermil wrote:
    Though the custom animations from an old mod of mine, run a lot slower in modern Dday than in 1.8.6.
    Please do send me a copy so that I can debug.
  • Nodtilor wrote:
    Hi again, finally decided to change the version of 1.9.8 to 1.12.2
    I've just downgraded back to 1.9.9 (Mac 64bit dmg) and those outdoor maps that grinded the latest DE to a slideshow rate of 1 or 2fps are now playable again! (I'm playing the Hellbound megawad). #Happy!! (temp!!)

    :)
  • applecrypt wrote:
    I've just downgraded back to 1.9.9 (Mac 64bit dmg) and those outdoor maps that grinded the latest DE to a slideshow rate of 1 or 2fps are now playable again! (I'm playing the Hellbound megawad).
    I'll make a note of looking into the performance issues once I wrap up my new code for 1.13.
  • I would like to add that, Dynamic Lights are the biggest hit in FPS in the latest version of Doomsday Engine or since it changed.
  • Indeed, they are.

    This is because an improved clipping algorithm was added ages ago now (though I can't remember the exact version) that produces far far better results, but sometimes at a immense performance loss relative to the old clipping algorithm.

    I mean maps with 100's and 1000's of dlights; last I heard, Dday checks every light on the whole map every frame in order to make sure the player can/can't see each one (i.e that accidently not rendering a dlight the player could see was an important consideration).
  • I have the biggest hit on those large / outdoor maps. City maps /etc and during the crazy megawads like Hellbound... Although v199 does run those about 3x faster than the latest builds. fwiw;)
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