performance loss
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:
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.
I leave some examples:
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
Have you tried 1.11.0? It would be helpful to check if if this case is related to #1132.
Adding (or removing) frames requires changing behaviour (i.e loading a ded).
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.
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.
Though the custom animations from an old mod of mine, run a lot slower in modern Dday than in 1.8.6.
However, this was many years ago. It may be that we can do something about that now.
Please do send me a copy so that I can debug.
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).