GZDooM optimization, huge fps gain (30 - 200 %)

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Why GZDooM developers can't add a simple flag or property to actors that would increase performance by 30 - 200 % on sprite or model heavy maps...
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Just like I see objects far away in fallout new vegas!! :D

captainjurgh
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It's easier to create a better fork of ZDoom instead of waiting for Graf to do something, he is the equivalent of Yandere dev at this point.

DJV_TF
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Imagine if GZdoom would both run better and have proper netcode. The possibilities are endless.
But no, we have to beef in the forums, because someone left a bit of criticism.

Slogstin
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I think I experimented with something like this when I was working on a project for Doom (Before I switched it to Unity). It's probably the same basic code, it caused the 3D model to become swapped with a low res sprite at a distance.

VGamingJunkieVT
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to me GZ Doom is the personification of modern day development. High level programming abstracted out to the absolute max to ease development at the cost of not being able to optimize the code.
doom is a 30 year old game, there is no reason a a modern pc with a 5800x3d with gpu rendering on any gpu from within the last 10 years should have huge frame rate dips even if it is high level coding....

Think of Assembler vs C++ vs C# vs Python vs Dell Boomi (or any visual interface which does a lot of the work for you)

pauls
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I finally figured it all out, thanks for the help man :)

FeelingShred
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x, y and z pop-in, might need to have a way to change the max range so it won't look obvious.

DarkstarArchangel
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Any way to make nuts wad be smooth with no lag?

coondogtheman
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Five years ago this was impressive lmao

dannyd
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Such several years of GZDoom as looking forward as perfect for generations?

danallansarthou
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I tried this myself once but got no FPS gain at all. only because 100 trees get (in)visible via distance check, they still drop the fps.

Do you have me the wad file so I can compare to my approach?

My mod is heavily using 3d models and this fps gain would be a great help, your approach is yet still relevant for vanilla doom, too.

DOOMNEMESIS
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a_jumpifcloser(**, "cyberpunkgraphicsettings"), right?

mickromash
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Hey how could you fly like in modern noclip cheat codes? i know underwater but just wanna know without it

Tumanus
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Could you possibly release this as a mod?
Im really stupid even with the instructions you gave on how replicate this video

deadchannel
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I don't know anything about coding but I don't get why someone hasn't made a patch for gzdoom that does this for all enemies/items. Big maps have pitiful FPS. Is it really that much effort to implement something like this but for all things in the game? I would do it but I know literally nothing about making mods.

bleach
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I use Freedoom app on android, which OS do i select for downloading GZDoom (It is in 2.1pre but i want to update it)

SMV-CC
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Bro I have downloaded project brutality and i get really bad FPS about blood and gore can you help me?

predatorgunner
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This might improve the framerate however this makes environments bland since you basically have to walk on it to actually see grass instead of a green taint on the ground, you failed to balance performance and aesthetics and to even understand that the issue was never about performance alone but about balancing everything, you are just like all these absurd players who pay more attention to their fps counter than to the games themselves as if they were unable to play a game without displaying a fps counter. 😮‍💨

Maxime_Martyr
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I have gzdoom capped at 30fps is anything to fix it?

youhavefood