GZDoom benchmarks - next round
Moderator: Graf Zahl
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Re: GZDoom benchmarks - next round
I can't select radial fog, only standard. (and I remember being able to on older GZDooms)
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Re: GZDoom benchmarks - next round
What card do you have?
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Re: GZDoom benchmarks - next round
I would suspect that you have GL error reporting on, whilst everyone else will not. Its worth checking to see if this is the reason why your system stalls.Graf Zahl wrote:I use occlusion query to reduce the load. Apparently this only stalls my card - for whatever reason...
Also, I would double check when and where you are doing the VBO updates. Mixing VBOs with occlusion queries AND immediate drawing during the same render frame requires very careful attention as it would be very easy to induce the GL process to block.
Are you attempting to use a handful of large VBOs for the entire map, both updating and drawing from them during the same render frame?
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Re: GZDoom benchmarks - next round
256 meg X1300 Pro. (was waiting for my pw to be sent out so I could upload my test screens to the DRD file server but it never came)Graf Zahl wrote:What card do you have?
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Re: GZDoom benchmarks - next round
No, error reporting is off.DaniJ wrote:I would suspect that you have GL error reporting on, whilst everyone else will not. Its worth checking to see if this is the reason why your system stalls.Graf Zahl wrote:I use occlusion query to reduce the load. Apparently this only stalls my card - for whatever reason...
The occlusion query is only used on very specific portal setups. Interestingly these maps (only SSD) did not have any problems on ATI cards at all.Also, I would double check when and where you are doing the VBO updates. Mixing VBOs with occlusion queries AND immediate drawing during the same render frame requires very careful attention as it would be very easy to induce the GL process to block.
It does get updated in the same frame as it is used but never in the same range. All parts that get updated won't get used until the next frame. I'm using glMapBufferRange with explicit flush and unsynchronized access. This works fine on my system.Are you attempting to use a handful of large VBOs for the entire map, both updating and drawing from them during the same render frame?
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Re: GZDoom benchmarks - next round
I would suspect this as a likely problem spot for ATI.Graf Zahl wrote:It does get updated in the same frame as it is used but never in the same range. All parts that get updated won't get used until the next frame. I'm using glMapBufferRange with explicit flush and unsynchronized access. This works fine on my system.
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Re: GZDoom benchmarks - next round
That's one of the reasons why the VBO is not used with ATI anymore. The other being that it doesn't improve performance.
But that's pathetic. What I do is precisely what the GL_ARB_map_buffer_range extension was designed for. What's the use of it if it doesn't work?
But that's pathetic. What I do is precisely what the GL_ARB_map_buffer_range extension was designed for. What's the use of it if it doesn't work?
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Re: GZDoom benchmarks - next round
I may be wrong but my guess is that ATI is not segmenting the VBO into uniquely accessible blocks according to the ranges you specify, which would naturally result in either a block or a duplication of at least the changed ranges.
A potential cause for a performance lapse here is if you are accidentally writing outside of the range you specified as having been changed.
A potential cause for a performance lapse here is if you are accidentally writing outside of the range you specified as having been changed.
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Re: GZDoom benchmarks - next round
Unlikely. All tests were made while no changes were ongoing. I made sure for all benchmarks I posted that there's no monsters around that could activate any sector movement.
The only real problem I had was that on some older cards the update did not work.
The only real problem I had was that on some older cards the update did not work.
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Re: GZDoom benchmarks - next round
In that case I don't know what else to suggest. If I think of any likely causes I'll let you know.
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Re: GZDoom benchmarks - next round
Is it normal to get 1 FPS at the very first map in Phobia: The Age? o_O I can barely play the thing.
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Re: GZDoom benchmarks - next round
No, it's not. Can you make a benchmark of that level? I need to see where all the time is spent.
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Re: GZDoom benchmarks - next round
Apparently having lights.pk3 autoloaded causes it. Here are results with lights.pk3 loaded.
Graphics settings are all exactly as your benchmark requirements, except with the addition of gl_vid_multisample=8. Setting this to 0 doesn't change anything. 1920 x 1200. All settings in my ATI Catalyst are at factory defaults.
I'll do the full benchmark tomorrow... I've just finished downloading every prerequisite WAD.
Code: Select all
Map MAP01: "Phobia - Riviabolo...",
x = 32.0000, y = 32.0000, z = 41.0000, angle = 1.4f, pitch = 0.0000
Walls: 3200 (0 splits, 50 t-splits, 133324 vertices)
Flats: 1451 (11049 primitives, 54855 vertices)
Sprites: 366, Decals=0
W: Render=28.021, Split = 0.333, Setup=1.107, Clip=0.755
F: Render=36.445, Setup=0.328
S: Render=1.294, Setup=0.172
All: All=73.254, Render=68.080, Setup=4.726, Portal=0.000, Finish=0.334
DLight - Walls: 15378 processed, 7955 rendered - Flats: 56620 processed, 18633 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
3 fps
I'll do the full benchmark tomorrow... I've just finished downloading every prerequisite WAD.

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Re: GZDoom benchmarks - next round
Yes, Heavy Dehacked use and dynamic lights often don't mix well. Phobia uses one of Doom's lamps as a non-lighting item - and obviously this creates problems because there's just too many lights in the map.
So to all those who complain that lights.pk3 is not part of gzdoom.pk3: Here's one of the reasons why.
So to all those who complain that lights.pk3 is not part of gzdoom.pk3: Here's one of the reasons why.
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Re: GZDoom benchmarks - next round
I see. Well, I went ahead and did a full benchmark anyway because I couldn't sleep.
I've done my part...
System:
Windows Vista x64 (all latest updates installed)
Intel i7 920 @ 2.67 GHz (stock settings)
3 GB Kingston HyperX DDR3 RAM @ 1033 MHz
1x ATI 4870 X2
ATI Catalyst 9.10
GZDoom settings as per instructed, except gl_vid_multisample set to 8. Setting this to 0 doesn't seem to change the results. Screen is at 1920 x 1200 fullscreen. ATI Catalyst settings at factory defaults.
Using GZDoom 1.3.11.
Benchmark results:

System:
Windows Vista x64 (all latest updates installed)
Intel i7 920 @ 2.67 GHz (stock settings)
3 GB Kingston HyperX DDR3 RAM @ 1033 MHz
1x ATI 4870 X2
ATI Catalyst 9.10
GZDoom settings as per instructed, except gl_vid_multisample set to 8. Setting this to 0 doesn't seem to change the results. Screen is at 1920 x 1200 fullscreen. ATI Catalyst settings at factory defaults.
Using GZDoom 1.3.11.
Benchmark results:
Code: Select all
Map map110: "Inca H.Q.",
x = -1471.8534, y = -117.2836, z = 52.0000, angle = 1.4f, pitch = 356.4844
Walls: 2726 (0 splits, 0 t-splits, 40302 vertices)
Flats: 1329 (5982 primitives, 33225 vertices)
Sprites: 219, Decals=4
W: Render=8.761, Split = 0.359, Setup=1.029, Clip=0.644
F: Render=4.942, Setup=0.360
S: Render=1.743, Setup=0.142
All: All=20.974, Render=16.830, Setup=3.704, Portal=0.146, Finish=0.256
DLight - Walls: 320 processed, 26 rendered - Flats: 396 processed, 57 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
47 fps
Map map04: "Mos Denra Space Port",
x = -3274.4546, y = 5024.6348, z = -87.0000, angle = 1.4f, pitch = 7.8662
Walls: 2508 (0 splits, 0 t-splits, 10204 vertices)
Flats: 415 (1154 primitives, 4859 vertices)
Sprites: 167, Decals=0
W: Render=2.869, Split = 0.000, Setup=0.592, Clip=0.611
F: Render=1.046, Setup=0.154
S: Render=0.444, Setup=0.073
All: All=7.842, Render=4.925, Setup=2.511, Portal=0.045, Finish=0.311
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
123 fps
Map map05: "The Citadel",
x = 252.0824, y = -7923.5792, z = 41.0000, angle = 1.4f, pitch = 91.6974
Walls: 5300 (0 splits, 0 t-splits, 24315 vertices)
Flats: 139 (3002 primitives, 16314 vertices)
Sprites: 489, Decals=0
W: Render=4.807, Split = 0.000, Setup=1.145, Clip=0.996
F: Render=1.162, Setup=0.173
S: Render=2.072, Setup=0.267
All: All=14.476, Render=9.492, Setup=4.606, Portal=0.266, Finish=0.313
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 2 upper, 0 lower, 0.007 ms
68 fps
Map map09: "hobb's end horror",
x = -2948.9402, y = -3467.5623, z = 681.0000, angle = 1.4f, pitch = 270.0110
Walls: 6768 (0 splits, 118 t-splits, 22155 vertices)
Flats: 2091 (12002 primitives, 62667 vertices)
Sprites: 150, Decals=0
W: Render=8.739, Split = 0.000, Setup=1.337, Clip=1.298
F: Render=4.218, Setup=0.332
S: Render=0.583, Setup=0.161
All: All=20.899, Render=15.036, Setup=5.481, Portal=0.000, Finish=0.301
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 7 lower, 0.005 ms
47 fps
Map MAP01: "Operation Overlord",
x = -282.6588, y = -5.0981, z = 57.0000, angle = 1.4f, pitch = 88.4619
Walls: 1870 (0 splits, 14 t-splits, 8247 vertices)
Flats: 166 (1080 primitives, 6186 vertices)
Sprites: 481, Decals=3
W: Render=2.599, Split = 0.000, Setup=0.414, Clip=0.395
F: Render=0.918, Setup=0.087
S: Render=2.179, Setup=0.168
All: All=8.435, Render=6.253, Setup=1.749, Portal=0.185, Finish=0.262
DLight - Walls: 80 processed, 13 rendered - Flats: 44 processed, 40 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
108 fps
Map map05: "Phobia - blood",
x = -5761.9960, y = -221.1006, z = 43.0000, angle = 1.4f, pitch = 2.6917
Walls: 2503 (0 splits, 0 t-splits, 536346 vertices)
Flats: 2838 (10822 primitives, 46829 vertices)
Sprites: 41, Decals=0
W: Render=11.787, Split = 1.462, Setup=2.475, Clip=0.614
F: Render=4.074, Setup=0.805
S: Render=0.183, Setup=0.064
All: All=25.459, Render=18.125, Setup=6.897, Portal=0.153, Finish=0.366
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
39 fps
Map map02: "sunset island zone - act 2",
x = -80.7690, y = -268.2019, z = 73.0000, angle = 1.4f, pitch = 87.5446
Walls: 1666 (0 splits, 12 t-splits, 6295 vertices)
Flats: 221 (1593 primitives, 8722 vertices)
Sprites: 719, Decals=6
W: Render=0.949, Split = 0.000, Setup=0.345, Clip=0.441
F: Render=0.894, Setup=0.081
S: Render=2.843, Setup=0.219
All: All=23.587, Render=6.453, Setup=1.821, Portal=15.024, Finish=0.254
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 1 lower, 0.000 ms
42 fps
Map map10: "forest fortress zone - act 2",
x = 554.2964, y = 1039.6241, z = 169.0000, angle = 1.4f, pitch = 179.0277
Walls: 4731 (0 splits, 8 t-splits, 33700 vertices)
Flats: 203 (3175 primitives, 14982 vertices)
Sprites: 929, Decals=0
W: Render=5.140, Split = 0.000, Setup=1.211, Clip=1.114
F: Render=1.270, Setup=0.174
S: Render=4.765, Setup=0.388
All: All=34.054, Render=13.344, Setup=4.786, Portal=15.690, Finish=0.288
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
29 fps
Map tnt04cn: "The Beginning and The End",
x = -485.0361, y = -5971.7348, z = 3907.0436, angle = 1.4f, pitch = 83.1665
Walls: 5514 (0 splits, 0 t-splits, 130372 vertices)
Flats: 981 (8330 primitives, 44239 vertices)
Sprites: 1341, Decals=0
W: Render=16.011, Split = 0.615, Setup=1.396, Clip=1.523
F: Render=6.769, Setup=0.391
S: Render=6.958, Setup=0.585
All: All=40.811, Render=33.214, Setup=6.813, Portal=0.802, Finish=0.331
DLight - Walls: 409 processed, 111 rendered - Flats: 1383 processed, 744 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
23 fps
Map e1m0: "Colossus reloaded",
x = -799.7151, y = -312.3973, z = -87.0000, angle = 1.4f, pitch = 359.1595
Walls: 3046 (0 splits, 0 t-splits, 150789 vertices)
Flats: 1078 (5569 primitives, 28493 vertices)
Sprites: 71, Decals=0
W: Render=6.188, Split = 0.553, Setup=0.789, Clip=0.860
F: Render=4.072, Setup=0.304
S: Render=0.486, Setup=0.085
All: All=19.775, Render=12.871, Setup=4.368, Portal=0.679, Finish=2.120
DLight - Walls: 159 processed, 32 rendered - Flats: 578 processed, 282 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
50 fps
Map z1m6: "Central Processing",
x = -2165.7784, y = -923.2049, z = -39.0000, angle = 1.4f, pitch = 56.6016
Walls: 2241 (0 splits, 4 t-splits, 28606 vertices)
Flats: 821 (2696 primitives, 12934 vertices)
Sprites: 97, Decals=0
W: Render=3.266, Split = 0.078, Setup=0.588, Clip=0.492
F: Render=2.317, Setup=0.162
S: Render=0.639, Setup=0.080
All: All=10.890, Render=7.354, Setup=2.213, Portal=0.507, Finish=1.016
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
92 fps
Map e1m6: "Central Processing",
x = -92.4503, y = -1832.9135, z = 105.0000, angle = 1.4f, pitch = 86.4844
Walls: 2769 (0 splits, 0 t-splits, 12158 vertices)
Flats: 332 (4375 primitives, 21483 vertices)
Sprites: 279, Decals=0
W: Render=3.663, Split = 0.000, Setup=0.531, Clip=0.557
F: Render=1.387, Setup=0.100
S: Render=1.669, Setup=0.118
All: All=10.074, Render=7.369, Setup=2.372, Portal=0.000, Finish=0.258
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 7 upper, 0 lower, 0.005 ms
95 fps
// lights.pk3 loaded
Map e1m6: "Central Processing",
x = -92.4503, y = -1832.9135, z = 105.0000, angle = 1.4f, pitch = 86.4844
Walls: 2769 (0 splits, 0 t-splits, 21198 vertices)
Flats: 332 (7774 primitives, 38362 vertices)
Sprites: 279, Decals=0
W: Render=5.840, Split = 0.000, Setup=0.555, Clip=0.572
F: Render=5.293, Setup=0.126
S: Render=1.617, Setup=0.135
All: All=16.308, Render=13.490, Setup=2.534, Portal=0.000, Finish=0.205
DLight - Walls: 1925 processed, 685 rendered - Flats: 7892 processed, 1173 rendered
Missing textures: 7 upper, 0 lower, 0.005 ms
61 fps