high fps with addons
The last few times I've played through Doom/Doom2/FinalDoom (using the snowberry dengine 1.6) I've been playing with the Doomsdayfiles/highdetailtextures/library all disabled. Don't get me wrong, I absolutely love playing the "old style" doom over and over again with full mouse support! But it would be nice if I could enjoy the higher resolution textures, 3-d flames and torches and all those goodies but when I have those enabled the framerate is unplayable. Barrls of Fun for example goes down to 1 fps.. (I'm running it in 1920x1080) Is this somehow a hardware issue or do I need to tweak some settings to make the game "process" the video properly?
Maybe it's just me be but aside from Barrels of Fun, the fps seems to really take a hit from the various colored/non-colored torches no matter the map. I can turn the flashes/sparks in regards to the bullet hits and smoke trails way up with no problem however. Pretty funny making it look like the 4th of July by shooting the wall with the chaingun. So anyways am I just sol? Won't be able to play the game and enjoy high-res textures/sprites at the same time? Not the end of the world for me just hoping for an extra perk.
Thank you so much for all your hard work!! I grew up on the id/apogee games, and y'all giving this game life on todays technology is a godsend! =D>
As far as my system specs, I built this in anticipation for Battlefield 3 pffft *gag*
Some system info:
Operating System: Windows 7 Professional 64-bit
Processor: AMD FX(tm)-8120 Eight-Core Processor (8 CPUs), ~3.1GHz
Memory: 16384MB RAM
Available OS Memory: 16328MB RAM
DirectX Version: DirectX 11
Card name: AMD Radeon HD 6900 Series
Manufacturer: Advanced Micro Devices, Inc.
Chip type: AMD Radeon Graphics Processor (0x6719)
Display Memory: 1743 MB
Dedicated Memory: 2027 MB
Shared Memory: 3812 MB
Driver Version: 13.350.1005.0
Maybe it's just me be but aside from Barrels of Fun, the fps seems to really take a hit from the various colored/non-colored torches no matter the map. I can turn the flashes/sparks in regards to the bullet hits and smoke trails way up with no problem however. Pretty funny making it look like the 4th of July by shooting the wall with the chaingun. So anyways am I just sol? Won't be able to play the game and enjoy high-res textures/sprites at the same time? Not the end of the world for me just hoping for an extra perk.
Thank you so much for all your hard work!! I grew up on the id/apogee games, and y'all giving this game life on todays technology is a godsend! =D>
As far as my system specs, I built this in anticipation for Battlefield 3 pffft *gag*
Some system info:
Operating System: Windows 7 Professional 64-bit
Processor: AMD FX(tm)-8120 Eight-Core Processor (8 CPUs), ~3.1GHz
Memory: 16384MB RAM
Available OS Memory: 16328MB RAM
DirectX Version: DirectX 11
Card name: AMD Radeon HD 6900 Series
Manufacturer: Advanced Micro Devices, Inc.
Chip type: AMD Radeon Graphics Processor (0x6719)
Display Memory: 1743 MB
Dedicated Memory: 2027 MB
Shared Memory: 3812 MB
Driver Version: 13.350.1005.0

Comments
Well i have had no slow downs tho my vid card and cpu are better. now a quick question do you have stuff running in the background that could take up video/cpu like torrents and other stuff that downloads like steam. that may cause problems tho i have never had any problems with DDay except when switching from game wile inside. i have used DDay on much worse computers with everything on but that was with an older DDay. My advice is to update drivers and see whats running in the background that can take away system resources.
To update from my original post (just retested a couple things), if I load Doom with *just* the highdetailtextures.zip addon it runs fine. Barrels o fun and Living end for example had no fps drop at all. When I start Doom with *just* the doomsdayfiles.zip however I run into the frame rate issues. Is there an error log somewhere in the file system I could look into? Regarding the retirement of the snowberry frontend, could this somehow be related to Snowberry instead of the doomsdayfiles.zip? I'll have to figure out how to load doomsday w/o snowberry and see what happens.
Anyways, the files in the zip are:
deus-ex_jDRP-Reflections_DaniJ_v1.2.rar
jdep-doom-rain-KuriKai-20060501-1.zip
jdrp-packaged-20070404.zip
jdrp1.1.zip
jdui-all-20080614.zip
tnt31fix.zip
I'd suggest removing the firesticks (and perhaps the torches too) and then continue to use the rest. I probably never got around to optimizing the particle effects as at the time I was mainly focusing on improving the models.
Perhaps someone might like to take a look at those and see if they can be salvaged.
Apparently the culprits are some of the torch variants and the toxic barrels. Lvl 23 fps drops to 1 just seconds after the map loads yikes. Is the moving liquid visible inside the barrel a "particle affect" as well? I'll try pulling out all the flaming-torch-types I can find plus the toxic barrels and see what happens. I'd hate to see em go to waste they're beautiful when they're not killing fps! *thumbs up* So for now I take it jdrp 1.01 is the one I should be using?
*edit*
removing the barrels allowed lvl 23 to start out great so moving on to the torches.
The most likely culprits are things with (likely excessive) particle effects. I was firstly aiming for something that looked good and intended to address any performance issues later once the design of said effects was final. Ultimately that never got done.
Yeah, jDRP 1.01 is probably the best version to use unless you plan to manually "patch" in some of the better models from the 1.1 alpha that work fine for you. Its not a big job once you know how Doomsday addons are packaged, however, replacing or removing particle effects requires opening up the individual packages and altering the definition(s).
Edit: It would also be worth having a quick look through your doomsday.out to see if there are any reports of missing resources. Presently the resource caching is less than ideal and missing resources may lead to thrashing (repeatedly attempting to locate the resource) that will negatively affect performance.
*edit*
I have to uncheck the shinemaps or I get a conflict error.
Application path: C:\Program Files (x86)\Doomsday\Bin\Doomsday.exe Enabled log entry level: MESSAGE Created a new 32.0 MB memory volume. Executable: Doomsday Engine 1.13.2 (Stable 32-bit #1109) Jan 14 2014 08:52:47. Command line (14 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\Program Files (x86)\Doomsday/ 3: -sfxchan 4: 16 5: -nowsk 6: -nojoy 7: -notexcomp 8: -game 9: doom1 10: -iwad 11: C:\Program Files (x86)\DoomWADS\DOOM.WAD 12: -userdir 13: C:\Program Files (x86)\Doomsday\snowberry\runtime/ Windows system keys disabled. RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/ shaders.dei" at path "/data/doomsday.pk3/data/renderer.pack/shaders.dei" (out of archive in read-only native file "(basedir)\data\doomsday.pk3") Initializing plugins... (id:1) dehread (id:2) doom (id:3) wadmapconverter Starting GuiApp event loop... OpenGL 3.3 supported Canvas: Gained focus. OpenGL information: Version: 4.3.12780 Compatibility Profile Context 13.350.1005.0 Renderer: AMD Radeon HD 6900 Series Vendor: ATI Technologies Inc. Capabilities: Compressed texture formats: 18 Available texture units: 8 Maximum texture anisotropy: 16 Maximum texture size: 16384 Line width granularity: 0.125 Line width range: 1...63 OpenGL Extensions: AMD extensions: blend_minmax_factor, conservative_depth, debug_output, depth_clamp_separate, draw_buffers_blend, framebuffer_sample_positions, multi_draw_indirect, name_gen_delete, performance_monitor, pinned_memory, query_buffer_object, sample_positions, seamless_cubemap_per_texture, shader_atomic_counter_ops, shader_stencil_export, shader_trace, texture_cube_map_array, texture_texture4, transform_feedback3_lines_triangles, vertex_shader_layer, vertex_shader_tessellator, vertex_shader_viewport_index AMDX extensions: debug_output, vertex_shader_tessellator ARB extensions: ES2_compatibility, ES3_compatibility, arrays_of_arrays, base_instance, blend_func_extended, clear_buffer_object, clear_texture, color_buffer_float, compatibility, compressed_texture_pixel_storage, compute_shader, conservative_depth, copy_buffer, copy_image, debug_output, depth_buffer_float, depth_clamp, depth_texture, draw_buffers, draw_buffers_blend, draw_elements_base_vertex, draw_indirect, draw_instanced, explicit_attrib_location, explicit_uniform_location, fragment_coord_conventions, fragment_layer_viewport, fragment_program, fragment_program_shadow, fragment_shader, framebuffer_no_attachments, framebuffer_object, framebuffer_sRGB, geometry_shader4, get_program_binary, gpu_shader5, gpu_shader_fp64, half_float_pixel, half_float_vertex, imaging, instanced_arrays, internalformat_query, internalformat_query2, invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_bind, multi_draw_indirect, multisample, multitexture, occlusion_query, occlusion_query2, pixel_buffer_object, point_parameters, point_sprite, program_interface_query, provoking_vertex, query_buffer_object, sample_shading, sampler_objects, seamless_cube_map, seamless_cubemap_per_texture, separate_shader_objects, shader_atomic_counters, shader_bit_encoding, shader_image_load_store, shader_image_size, shader_objects, shader_precision, shader_stencil_export, shader_storage_buffer_object, shader_subroutine, shader_texture_lod, shading_language_100, shading_language_420pack, shading_language_packing, shadow, shadow_ambient, stencil_texturing, sync, tessellation_shader, texture_border_clamp, texture_buffer_object, texture_buffer_object_rgb32, texture_buffer_range, texture_compression, texture_compression_bptc, texture_compression_rgtc, texture_cube_map, texture_cube_map_array, texture_env_add, texture_env_combine, texture_env_crossbar, texture_env_dot3, texture_float, texture_gather, texture_mirror_clamp_to_edge, texture_mirrored_repeat, texture_multisample, texture_non_power_of_two, texture_query_levels, texture_query_lod, texture_rectangle, texture_rg, texture_rgb10_a2ui, texture_snorm, texture_storage, texture_storage_multisample, texture_view, timer_query, transform_feedback2, transform_feedback3, transform_feedback_instanced, transpose_matrix, uniform_buffer_object, vertex_array_bgra, vertex_array_object, vertex_attrib_64bit, vertex_attrib_binding, vertex_buffer_object, vertex_program, vertex_shader, vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev, viewport_array, window_pos ATI extensions: draw_buffers, envmap_bumpmap, fragment_shader, separate_stencil, texture_compression_3dc, texture_env_combine3, texture_float, texture_mirror_once EXT extensions: abgr, bgra, bindable_uniform, blend_color, blend_equation_separate, blend_func_separate, blend_minmax, blend_subtract, compiled_vertex_array, copy_buffer, copy_texture, direct_state_access, draw_buffers2, draw_instanced, draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample, framebuffer_object, framebuffer_sRGB, geometry_shader4, gpu_program_parameters, gpu_shader4, histogram, multi_draw_arrays, packed_depth_stencil, packed_float, packed_pixels, pixel_buffer_object, point_parameters, provoking_vertex, rescale_normal, secondary_color, separate_specular_color, shader_image_load_store, shader_integer_mix, shadow_funcs, stencil_wrap, subtexture, texgen_reflection, texture3D, texture_array, texture_buffer_object, texture_compression_bptc, texture_compression_latc, texture_compression_rgtc, texture_compression_s3tc, texture_cube_map, texture_edge_clamp, texture_env_add, texture_env_combine, texture_env_dot3, texture_filter_anisotropic, texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp, texture_object, texture_rectangle, texture_sRGB, texture_sRGB_decode, texture_shared_exponent, texture_snorm, texture_storage, texture_swizzle, timer_query, transform_feedback, vertex_array, vertex_array_bgra, vertex_attrib_64bit IBM extensions: texture_mirrored_repeat KHR extensions: debug KTX extensions: buffer_region NV extensions: blend_square, conditional_render, copy_depth_to_color, copy_image, depth_buffer_float, explicit_multisample, float_buffer, half_float, primitive_restart, texgen_reflection, texture_barrier SGIS extensions: generate_mipmap, texture_edge_clamp, texture_lod SUN extensions: multi_draw_arrays WGL extensions: EXT_swap_control WIN extensions: swap_hint Extensions (WGL): WGL extensions: ARB_extensions_string, ARB_pixel_format, ATI_pixel_format_float, ARB_pixel_format_float, ARB_multisample, EXT_swap_control, EXT_swap_control_tear, ARB_pbuffer, ARB_render_texture, ARB_make_current_read, EXT_extensions_string, ARB_buffer_region, EXT_framebuffer_sRGB, ATI_render_texture_rectangle, EXT_pixel_format_packed_float, I3D_genlock, NV_swap_group, ARB_create_context, AMD_gpu_association, AMDX_gpu_association, ARB_create_context_profile, NV_DX_interop, NV_DX_interop2, NV_float_buffer Initializing Render subsystem... Setting up platform state... FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013. Audio configuration (by decreasing priority): CD: FMOD/CD Music: FMOD/Ext SFX: FMOD Initialized 16 sound effect channels. Initializing InFine subsystem... Initializing UI subsystem... Locating "HACX - Twitch 'n Kill"... Locating "Chex(R) Quest"... Locating "Final DOOM: TNT: Evilution"... Locating "Final DOOM: The Plutonia Experiment"... Locating "DOOM 2: Hell on Earth"... Locating "Ultimate DOOM"... Locating "DOOM Registered"... Locating "DOOM Shareware"... ResourceSystem: All GL textures for RawTextures deleted. Loading game resources... IWAD identification: 00db003a "(basedir)\data\jdoom\auto\.basedata\bigfn032.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb032.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb033.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb034.lmp" already loaded. 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"(basedir)\data\jdoom\auto\.basedata\fontb063.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb064.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb065.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb066.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb067.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb068.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb069.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb070.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb071.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb072.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb073.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb074.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb075.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb076.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb077.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb078.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb079.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb080.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb081.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb082.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb083.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb084.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb085.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb086.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb087.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb088.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb089.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\fontb090.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\mapmask.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\menufog.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\m_thermm.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\pal18to8.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\sndcurve.lmp" already loaded. "(basedir)\data\jdoom\auto\.basedata\stcfn032.lmp" already loaded. ResourceSystem > loadCompositeTextureDefs: Loaded all 125 texture definitions from "C:\Program Files (x86)\DoomWADS\DOOM.WAD: (basedir)\TEXTURE1.lmp". ^ : Loaded all 162 texture definitions from "C:\Program Files (x86)\DoomWADS\DOOM.WAD: (basedir)\TEXTURE2.lmp". ResourceSystem: initCompositeTextures: Completed in 0.94 seconds. ^ : initFlatTextures: Completed in 0.03 seconds. ^ : initSpriteTextures: Completed in 1 seconds. Parsing primary config "configs\doom\game.cfg"... B_BindCommand: Deleting binding 39, it has been overridden by binding 113. Parsing definition files... readAllDefinitions: Completed in 0.14 seconds. Definitions: 28 animation groups 6 composite fonts 8 finales 9 lights 29 map infos 11 materials 19 particle generators 4 skies 33 songs 110 sound effects 138 sprite names 974 states 49 surface decorations 368 text strings 8 texture environments 140 things ResourceSystem: Building sprites... ^ : Completed in 0.054 seconds. ^ : Model init completed in 0 seconds. Failed locating image resource for "Particle00". DOOM Registered You are running the latest available stable release. ResourceSystem::declarePatch: Failed to locate lump for "Patches:HELP2", ignoring. FIC_SetPatch: Warning, missing Patch 'HELP2'. All GL textures for RawTextures deleted. Loading map "E3M1"... World::loadMap > WadMapConverter: Recognized a id Tech 1 (Doom) format map. World::loadMap: Analyses completed in 0 seconds. ^ > WadMapConverter > Id1Map: Transfer completed in 0.047 seconds. Map: Pruned 24 vertexes (0 equivalents, 24 unused). ^ : Geometry bounds:[(-1152, -1984)->(1152, 2368) size:(2304, 4352)] ^ : Line blockmap dimensions:(19, 35) ^ : BSP built: 96 Nodes, 97 Leafs, 462 Segments and 48 Vertexes. Tree balance is 9:8. ^ : BSP built in 0.043 seconds. ^ : Mobj blockmap dimensions:(19, 35) ^ : Polyobj blockmap dimensions:(19, 35) ^ : BSP leaf blockmap dimensions:(19, 35) Current map elements: 218 Vertexes 208 Lines 0 Polyobjs 39 Sectors 96 BSP Nodes 97 BSP Leafs Map::initNodePiles: Completed in 0 seconds. P_PtcInitForMap: Completed in 0 seconds. Map::initSkyFix: Completed in 0 seconds. Precaching completed in 1.7 seconds. Rend_RadioInitForMap: Completed in 0.001 seconds. Map::initBias: Completed in 0 seconds. Map 1: Hell Keep Author: id Software SettingsRegister: Changing renderer profile to 'Amplified (built-in)' ^ > ResourceSystem: All GL textures for RawTextures deleted. SettingsRegister: All GL textures deleted. Failed locating image resource for "Particle00". SettingsRegister: Changing renderer profile to 'Custom' ^ > ResourceSystem: All GL textures for RawTextures deleted. SettingsRegister: All GL textures deleted. Failed locating image resource for "Particle00". Picked up a box of bullets. Picked up a box of bullets. All GL textures for RawTextures deleted. Loading map "E3M2"... World::loadMap > WadMapConverter: Recognized a id Tech 1 (Doom) format map. World::loadMap: Analyses completed in 0 seconds. ^ > WadMapConverter > Id1Map: Transfer completed in 0.1 seconds. Map: Pruned 105 vertexes (0 equivalents, 105 unused). ^ : Geometry bounds:[(-568, -896)->(2304, 3456) size:(2872, 4352)] ^ : Line blockmap dimensions:(23, 35) ^ : BSP built: 284 Nodes, 285 Leafs, 1434 Segments and 240 Vertexes. Tree balance is 11:13. ^ : BSP built in 0.15 seconds. ^ : Mobj blockmap dimensions:(23, 35) ^ : Polyobj blockmap dimensions:(23, 35) ^ : BSP leaf blockmap dimensions:(23, 35) Current map elements: 666 Vertexes 494 Lines 0 Polyobjs 68 Sectors 284 BSP Nodes 285 BSP Leafs Map::initNodePiles: Completed in 0 seconds. P_PtcInitForMap: Completed in 0 seconds. Map::initSkyFix: Completed in 0 seconds. Precaching completed in 1.6 seconds. Rend_RadioInitForMap: Completed in 0.001 seconds. Map::initBias: Completed in 0 seconds. Map 2: Slough of Despair Author: id Software Stopping GuiApp event loop GuiApp event loop exited with code 0 ResourceSystem: All GL textures for RawTextures deleted. Shutting down the console... Z_Shutdown: Used 1 volumes, total 33554432 bytes. Restoring original display mode due to shutdown. Canvas: Lost focus.Though it isn't just about the actual new renderer; Deng Team have and are optimizing much under the hood, that is largely not visible to users at the moment due to the current renderer. This means that when the new renderer comes, Dday will get a larger performance boost than what the new renderer by itself will grant.
Precaching is specifically related to texture images.