Re: GZDoom benchmarks - next round
Posted: Fri Nov 06, 2009 12:50
I can't select radial fog, only standard. (and I remember being able to on older GZDooms)
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...
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?
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?
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.
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
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