Spoiler: GL StuffI ran The Ultimate Torment and Torture with that build, and... my framerate was just in the ground.
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7600M Series
GL_VERSION: 4.5.13399 Core Profile Context 15.201.1151.1008 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.40
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier 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Very poor performance (with TUTNT)
Moderator: Graf Zahl
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Very poor performance (with TUTNT)
Tested with: 2.1pre-1942-gbddad29
Spoiler: GL StuffI ran The Ultimate Torment and Torture with that build, and... my framerate was just in the ground.
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Re: Very poor performance (with TUTNT)
Are you using TUTNT take II?
What map were you on when you experienced the framerate drops, and what position were you at, and what were you doing?
And lastly, what is the effect of using the "Freeze" cheat in the console?
What map were you on when you experienced the framerate drops, and what position were you at, and what were you doing?
And lastly, what is the effect of using the "Freeze" cheat in the console?
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Re: Very poor performance (with TUTNT)
I was playing "vanilla" TUTNT, with no extras. The framerate drop happens from the get-go. The map was the first map (TNT01), in the starting room. The freeze command didn't change anything.
I ran the game again and went on explore in the level; it'd seem that the drop in performance is related to the sky. It happens if you're in a sector where there is a sky or there is a line of sight with the sky...
I ran the game again and went on explore in the level; it'd seem that the drop in performance is related to the sky. It happens if you're in a sector where there is a sky or there is a line of sight with the sky...
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Re: Very poor performance (with TUTNT)
I started playing it to see if I could get similar problems. Classic Daniel Gimmer mapping - while he does put lots of attention and detail into his work, and his mapping is absolutely stunning and beautiful, his biggest weakness - his Achilles's heel - he can't design anything that runs smoothly on anything slower than the power rigs he uses. 
At any rate, I did experience framerate problems towards the end of the level, but these seemed to be due to actor pollution more than anything. I doubt his DECORATE scripts are cleaning up after themselves, causing a creeping slowdown to eventually happen because of the number of actors the game has to process. The "freeze" cheat I mentioned fixed the problem temporarily for me - but due to this problem, I was experiencing similar framerates, sometimes even slower, and this is on a gaming laptop that's no more than 2 years old.
Throughout the entire first "episode" - my laptop fans were kicking up to full throttle, though, and it doesn't usually do that unless I am playing a new game like Fallout 4.
One other thing I forgot to ask you - what version of GZDoom are you running?

At any rate, I did experience framerate problems towards the end of the level, but these seemed to be due to actor pollution more than anything. I doubt his DECORATE scripts are cleaning up after themselves, causing a creeping slowdown to eventually happen because of the number of actors the game has to process. The "freeze" cheat I mentioned fixed the problem temporarily for me - but due to this problem, I was experiencing similar framerates, sometimes even slower, and this is on a gaming laptop that's no more than 2 years old.
Throughout the entire first "episode" - my laptop fans were kicking up to full throttle, though, and it doesn't usually do that unless I am playing a new game like Fallout 4.
One other thing I forgot to ask you - what version of GZDoom are you running?
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Re: Very poor performance (with TUTNT)
2.1pre-1942-gbddad29 (it's the first thing I mentioned in the opening postEruanna wrote:what version of GZDoom are you running?

That build notwithstanding, with TUTNT, the performance is generally fine on my machine (it's a laptop I got in 2012, but only started using as my main computer a year later), except for the final map where you scale the big mountain to reach the final boss.
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Re: Very poor performance (with TUTNT)
Sorry, I missed that. XDBlue Shadow wrote:2.1pre-1942-gbddad29 (it's the first thing I mentioned in the opening post).
EDIT: Just updated my GZDoom from today's build, and got the same problem.
Spoiler: GL InfoTyping "toggle gl_noskyboxes" causes the framerate to stabilize again, so the issue is obviously related to the skybox code, as Blue Shadow already pointed out.
Problem was introduced in the 1.8 branch sometime between "gzdoom-1.8.10-1294-ga1798c9" and "gzdoom-1.8.10-1315-gae25aa1" and seems to have ported over to the 2.x branch in that time. (Sorry I don't have a build environment to compile this myself; such things take too much disk space)
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Re: Very poor performance (with TUTNT)
Indeed. I've just tested the latest 1.8 build as you suggested; it's suffering from it, too.Eruanna wrote:Problem was introduced in the 1.8 branch sometime between "gzdoom-1.8.10-1294-ga1798c9" and "gzdoom-1.8.10-1315-gae25aa1" and seems to have since ported over to the 2.x branch.
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Re: Very poor performance (with TUTNT)
Same for me:
tutnt-v108.pk3 played with 1.8.10-1356 = 3 FPS
tutnt-v108.pk3 played with 1523 = 33 FPS
tutnt-v108.pk3 played with 1942 = 3 FPS
tutnt-v108.pk3 played with 1.8.10-1356 = 3 FPS
tutnt-v108.pk3 played with 1523 = 460 FPS
tutnt-v108.pk3 played with 1942 = 3 FPS
- vid_fps 1
vid_vsync 1
cl_capfps 1
tutnt-v108.pk3 played with 1.8.10-1356 = 3 FPS
tutnt-v108.pk3 played with 1523 = 33 FPS
tutnt-v108.pk3 played with 1942 = 3 FPS
- vid_fps 1
vid_vsync 0
cl_capfps 0
tutnt-v108.pk3 played with 1.8.10-1356 = 3 FPS
tutnt-v108.pk3 played with 1523 = 460 FPS
tutnt-v108.pk3 played with 1942 = 3 FPS
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Re: Very poor performance (with TUTNT)
Can you narrow it down a bit more?
More importantly, I need the hashes of the affected versions, the commit counts are not helpful.
More importantly, I need the hashes of the affected versions, the commit counts are not helpful.
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Re: Very poor performance (with TUTNT)
Also, please run a 'bench', so that I can see where all the time is lost (do the bench with vid_vsync 0.)
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Re: Very poor performance (with TUTNT)
Not possible - as I said,Graf Zahl wrote:Can you narrow it down a bit more?
More importantly, I need the hashes of the affected versions, the commit counts are not helpful.
However, I do have the hashes you asked for, for a "between then and then" -Eruanna wrote:(Sorry I don't have a build environment to compile this myself; such things take too much disk space)
Eruanna wrote:Problem was introduced in the 1.8 branch sometime between "gzdoom-1.8.10-1294-ga1798c9" and "gzdoom-1.8.10-1315-gae25aa1" and seems to have ported over to the 2.x branch in that time.
Done, and done. (On the NVidia 860M)Graf Zahl wrote:Also, please run a 'bench', so that I can see where all the time is lost (do the bench with vid_vsync 0.)
[spoiler]Map TNT01: "The Opening Abyss",
x = -512.0000, y = 1120.0000, z = 41.0000, angle = 45.0000, pitch = 0.0000
Walls: 432 (0 splits, 1 t-splits, 1497 vertices)
Flats: 217 (642 primitives, 3391 vertices)
Sprites: 39, Decals=0, Portals: 3
W: Render=84.009, Setup=166.538, Clip=0.132
F: Render=0.118, Setup=0.033
S: Render=0.022, Setup=1.410
All=269.317, Render=332.573, Setup=168.200, BSP = 0.083, Portal=0.085, Drawcalls=0.054, Finish=16.485
DLight - Walls: 1 processed, 27 rendered - Flats: 26 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
3 fps[/spoiler]
If needed, I can load up the ATI HD4850 and benchmark that as well, or an Intel HD4600, but I think one should be sufficient.
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Re: Very poor performance (with TUTNT)
No need for further info. This is clearly not a hardware issue.
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Re: Very poor performance (with TUTNT)
I can reproduce with my machine, I can compile and reduce, if it can help.
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Re: Very poor performance (with TUTNT)
fixed.
When I found a problem with translucency detection in textures I applied the wrong fix which caused the engine to constantly re-check the same textures over and over again - and this mod just happened to have some that weren't trivially detectable so it ended up wasting a lot of time on this.
When I found a problem with translucency detection in textures I applied the wrong fix which caused the engine to constantly re-check the same textures over and over again - and this mod just happened to have some that weren't trivially detectable so it ended up wasting a lot of time on this.
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Re: Very poor performance (with TUTNT)
Thank you. 
