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[fixed] Too many warping translucent walls?
Posted: Fri Jan 27, 2006 18:46
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!
Posted: Fri Jan 27, 2006 20:05
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.
Posted: Fri Jan 27, 2006 21:28
by Caligari_87
Off-topic, thanks for the preview, torm!

Nice map...

Posted: Fri Jan 27, 2006 22:41
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
Posted: Fri Jan 27, 2006 23:27
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.
Posted: Fri Jan 27, 2006 23:54
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?
Posted: Fri Jan 27, 2006 23:58
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.
Posted: Sat Jan 28, 2006 1:47
by Enjay
I take it WARP2 isn't doing anything drastically different to WARP?
Posted: Sat Jan 28, 2006 2:08
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.
Posted: Sat Jan 28, 2006 13:25
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?
Posted: Sat Jan 28, 2006 13:50
by Nash
Yes Torm, and in my opinion, looks better than WARP.
Posted: Sat Jan 28, 2006 15:37
by Graf Zahl
For liquids it does. But there are effects where the old WARP looks better.
Posted: Sat Jan 28, 2006 15:38
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.
Posted: Sun Jan 29, 2006 13:19
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
Posted: Tue Jan 31, 2006 10:06
by Tormentor667
Is it already fixed in the latest GZDoom build?