[fixed] Too many warping translucent walls?

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Tormentor667
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[fixed] Too many warping translucent walls?

Post by Tormentor667 »

Okay, I encountered a very strange bug and I'd like to know what's happning here. Just try the following map:

[linkremovedagain]

Don't worry about missing textures, proceed to the area where you will find 3 skull tags (in the middle of the large room). There you will find several different warping and translucent (add) 2 sided walls (a lot of them to achieve a good effect that I wanted).
It works fine w/o any problems in Software mode but if I play it in Hardware accelerated mode, the blue and yellow fire start blinking red, where they should be translucent, and just look like the red main fire there. Try it!
Last edited by Tormentor667 on Fri Jan 27, 2006 22:41, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

Fixed. But I strongly suggest not to use that many large warped textures. It's only them which bring down the performance in this map.
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Post by Caligari_87 »

Off-topic, thanks for the preview, torm! ;) Nice map...

8-)
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Post by Tormentor667 »

Graf Zahl wrote:Fixed. But I strongly suggest not to use that many large warped textures. It's only them which bring down the performance in this map.
Just 128x128 and 64x64 warped textures... don't know how this is running under a normal system, for instance 1,2GHz
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Post by Graf Zahl »

I get 40-48 fps on a 3.2 GHz system - and the slowdown is only caused by the warping algorithm. I did some speed tests with your TNT4 map which also had warping performance issues. To warp a 256x256 texture (or 4 128x128 textures) my computer needs 8 ms. For a 1.2 GHz system you may multiply this by 2.5 and arrive at a safe guess. That'd be 20 ms only for the warping. In this case you can estimate a frame rate of 20-30 fps, maybe even less depending on the graphics card.
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Post by Tormentor667 »

That's a pretty bad thing honestly... is there no chance to speed up the warping itself? Or even make something different that looks close as good as the warping effect?
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Post by Graf Zahl »

Speeding up the code is not possible. It has to loop twice over the entire texture and unfortunately that takes time for larger textures - even in software mode. After all the algorithm is the same.

I'm still trying to make sense out of Quake 2's warping code. If I get that to work most of the problems would go away. But I'm not sure yet whether it is usable with Doom.
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Post by Enjay »

I take it WARP2 isn't doing anything drastically different to WARP?
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Post by Graf Zahl »

It's a different algorithm but it has to manipulate the same amount of pixels.
But the algorithm itself looks more expensive than the 'warp' algorithm.
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Post by Tormentor667 »

Enjay wrote:I take it WARP2 isn't doing anything drastically different to WARP?
WARP2 is this new liquid effect found in the Unofficial Community XTended Build, am I right?
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Post by Nash »

Yes Torm, and in my opinion, looks better than WARP.
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Post by Graf Zahl »

For liquids it does. But there are effects where the old WARP looks better.
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Post by Enjay »

I like both. WARP2 is more "liquidy" IMO, and looks almost as if the water is rising and falling in little waves, but WARP looks better for thicker, sludgier liquids.
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Post by Tormentor667 »

Enjay wrote:I like both. WARP2 is more "liquidy" IMO, and looks almost as if the water is rising and falling in little waves, but WARP looks better for thicker, sludgier liquids.
Exactly
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Post by Tormentor667 »

Is it already fixed in the latest GZDoom build?
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