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[can't fix] Super Sonic DOOM major slowdown MAP02 and MAP03

Posted: Wed Aug 31, 2005 20:51
by BFeely
They no longer crash, but now when you look at a building in MAP02 or MAP03 of Super Sonic DOOM, the framerate drops to as low as less than 1 FPS, forcing me to switch to the software renderer. (which looks pretty crappy after looking at the OpenGL renderer)
Also, once I switched to software renderer, I noticed the limits to how high or low you can look are completely messed up, and can crash the game if you look to those limits.
By the way, you forgot to update the DEHSUPP lump in ZDOOM.WAD.

Posted: Wed Aug 31, 2005 21:16
by Graf Zahl
I know about the problem with these maps. That's recursive sky boxes. Unlike the software renderer I can't discard them as easily. And they are probably also the reason why the software renderer crashes.

Regarding DEHSUPP, I didn't forget to add it to ZDoom.wad, I forgot to add the new ZDoom.wad to the .zip file. ;)

Posted: Wed Aug 31, 2005 22:49
by Graf Zahl
To get around this you can set gl_noskyboxes to 1. That will replace all skyboxes with the regular sky. Obviously it won't look particularly good but if you do that this WAD will be playable. I seriously doubt that I can find a solution for this that doesn't kill the performance.

Posted: Thu Sep 01, 2005 21:25
by BFeely
I'm past those levels now so I don't really care. It is the worst in MAP02, but tolerable in MAP03.

Posted: Thu Sep 01, 2005 21:27
by Paul
It'll be worse in Steel works Zone 2 (forgot map number..)

Posted: Thu Sep 01, 2005 22:35
by Graf Zahl
Or Map10 (Forest fortress part 2.) That map has massive amounts of crossbeam plus skybox windows. It was unplayable in software ZDoom and also unplayable with OpenGL. But all remained as it was. TUD seems to have a high threshold for crap effects...

SSD just screams for a version that uses 3D floors to create real windows instead. Then all the performance issues would go away and the maps would look much better.

Posted: Thu Sep 22, 2005 8:52
by Graf Zahl
I finally did some investigations here and I had to conclude that the problem is not fixable with the way the renderer works at the moment.

This is an awful hack that depends so heavily on the software renderer's visibility clippiing that with a hardware renderer it can't be optimized properly. Maybe when polymost is working...