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Lag with Mancubus fireballs

Posted: Wed Feb 13, 2008 8:55
by Lioyd_Irving
When I play UTNT it works well, but as soon at a Mancubus fireball is flying, my framerate drops with no reason. Why ?

Posted: Wed Feb 13, 2008 9:56
by Graf Zahl
Maybe your computer has performance problems?

What are the specs?

Posted: Wed Feb 13, 2008 12:55
by Enjay
Low. It was discussed in one of the projects threads:
Lioyd_Irving wrote:I got :

less than 1 GHz (based on Archon's post)
GeForce2 with 32 MB RAM
256 MB RAM.

GZDoom runs smoothly at 800*600, trilinear filtering, and dynlights disabled.
Lioyd_Irving wrote:I got an example : Deus Ex is from 2000, my machine from late 2001. And it comes under 10 fps in 1024x768 w/high textures and 32bit colors. The framerate drops when playing on 800x600.

Another example : the appropriate OpenGL drivers weren't installed for my graphics card, where they probably are on game-themed machines. I had to use Tweak-XP.

The well-known emulator Project64 lags when I play GoldenEye.

I got no problem running Quake 1 and 2 and Half-Life : Uplink. However, the DarkPlaces engine for Quake comes to lag.

Doom 3 lags like Hell, but remains playable. In fact, I think it would even be fluid without all those dynlights.

Models aren't a problem, my comp can handle several polygons at once with acceptable framerates(20~30fps, tested with Cube).

But dynlights slows it down dramatically. That's its weak point.

This should give you some idea of the performance of my computer.

Posted: Wed Feb 13, 2008 16:34
by Lioyd_Irving
No, it's not that : i said i have absolutely no problem when there aren't - no performance issue with Hellknights and Cacos. It happens only when there is a mancubus fireball in space. Does anyone knows why ?

And, about dynlights : just one doesn't cause a problem.

Posted: Wed Feb 13, 2008 17:32
by Graf Zahl
Your specs are too low. Switch off the dynamic lights.

Posted: Thu Feb 14, 2008 12:53
by Lioyd_Irving
It IS switched off.