
Huge FPS drop with high res textures
Moderator: Graf Zahl
- Graf Zahl
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Yes I'm surprised how much a simple change of graphics card could save this aging Athlon XP 2000 machine.
For my project, I'm running it at 1280 x 800, fullscreen AA, and the game is filled with high res textures (4 times larger than Doom's) and it's not showing any sign of slowing down at all.
But that may partly be due to the fact that I just overclocked it a little more to get every last FPS out of the card.
Can't wait for the software-style Doom fogs if you ever implement it. Those require shaders right?
For my project, I'm running it at 1280 x 800, fullscreen AA, and the game is filled with high res textures (4 times larger than Doom's) and it's not showing any sign of slowing down at all.

Can't wait for the software-style Doom fogs if you ever implement it. Those require shaders right?
- Graf Zahl
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Yes. Unfortunately the way shaders work requires to assemble them from tiny code fragments and for each change of render state exchange the entire shader. And that's something I won't do. With the current generation of shader support I won't bother any further. It'd be different if I could code the entire rendering pipeline as one block of code. But considering how fragment/pixel shaders work that will probably take a few more years...
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Indeed. The computer I am using right now came with a Geforce 5200 preinstalled. The packaging bragged in huge print Graphics card with 256MB!! which of course was utterly pointless because the POS was slower than the Geforce 4 I used before. I dumped that thing right on the day I bought the computer and sold it on Ebay.
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