Problem with texture precaching

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_mental_
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Problem with texture precaching

Post by _mental_ »

Since rewriting of precaching I noticed that time spent on map reloading (via loading of saved game or just using the console) was significantly increased. It worth mention that gl_texture_hqresize is 9 (hq4x) and gl_prechache is set to true.
I managed to narrow it down to this and this checks. Do they need to be inverted? Because at the moment textures are freed and than created again during each reload.
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Graf Zahl
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Re: Problem with texture precaching

Post by Graf Zahl »

Yes, they do indeed need to be inverted.
MLSabre
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Re: Problem with texture precaching

Post by MLSabre »

Just thought to chip in that I'm experiencing crashes when starting a new game or reloading my saves when I have precaching enabled. I believe this depends on the size of the map the game is loading. Also, depending on the gameplay mod you use (in my case, Project Brutality) the startup of the game itself increases significantly. Been using the most recent svn build of GZDoom when I got these crashes.

I suggest for the time being for anyone who uses precaching to turn it off until the issue is resolved.
_mental_
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Re: Problem with texture precaching

Post by _mental_ »

This report is rather pointless and your suggestion is a kinda 'it depends' style. Without your system spec (graphics hardware in particular) there is nothing to fix. I suspect that it's a mere out-of-VRAM issue or even out-of-address-space if 32-bit version is used.
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Graf Zahl
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Re: Problem with texture precaching

Post by Graf Zahl »

the startup of the game itself increases significantly.
That's inevitable. The point of precaching is to do this stuff before the map starts so that it won't kick in while you play and cause lag.
Aside from that, long precaching times nearly always mean that texture scaling is on.
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Gez
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Re: Problem with texture precaching

Post by Gez »

Would it make sense to have some sort of threshold CVAR for the number of loaded texture at which texture scaling would be disabled? E.g. upscale textures but only if there are less than 500, this kind of things.
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Graf Zahl
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Re: Problem with texture precaching

Post by Graf Zahl »

No, not really. It may make startup faster but then cause lag later.
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Rowsol
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Re: Problem with texture precaching

Post by Rowsol »

Is precaching being worked on? My experience is as follows. I have always used it. I recently updated to 1630 x64 from a build that was from january. Now I don't use it. The second of lag I get when I turn around for the first time pales in comparison to the 5 second level load. I know a lot of stuff under the hood was changed with zdoom 2.8.1 but precaching is far slower now than it was. I recently played through the DUMP 2 wad and I wrote a review stating that the HUB level was taking 5-10 seconds to load. I turned off precache and it loads almost instantly and I only get a slight hiccup or two as I run around. The difference is night and day.

E: Ok, turns out my video card memory is maxing out. I found the bottleneck, but I'm unsure why it's an issue now and it wasn't before. Oh well, sorry for this useless post.
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