GZDoom benchmarks. Help needed!

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Enjay
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Re: GZDoom benchmarks. Help needed!

Post by Enjay »

SoulPriestess wrote:Enjay, check your video card control panel. Some video cards have an option to force VSync on.
This looks like the option in the NVidia control panel.

Image

It's currently set to use the 3D application setting. I'll try the other options and see what happens.

[edit] Nope. All 3 settings behave the same: When I start GZdoom it is clamped to 60fps despite vsync apparently being off. When I type vid_vsync 0 at the console the fps value increases. [/edit]
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Rachael
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Re: GZDoom benchmarks. Help needed!

Post by Rachael »

Enjay wrote:When I type vid_vsync 0 at the console the fps value increases.
So, it goes above 60?
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Re: GZDoom benchmarks. Help needed!

Post by Enjay »

Yes.

For example,

I start Doom2 and type vid_fps 1 and it shows 60 fps at the map01 start point.

I type vid_vsync and it reports "false" indicating that GZdoom recognises that vsync is off. However, my fps value is still 60.

Then I type vid_vsync 0 and my fps value jumps to around 1350fps indicating that somehow, somewhere vsync had been active until I typed vid_vsync 0. :?

[edit] BTW, this is only with GZdoom. Zdoom seems to not need to be told not to use vsync and does not cap the frame rate when I start. [/edit]
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Osiris Kalev
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Re: GZDoom benchmarks. Help needed!

Post by Osiris Kalev »

Okay Graf, I'll make sure that V_Sync is off next time. I had it turned off in the menu, but the obviousness of it still being on did not hit me.

You'll have your new results in around 11 hours, after I finish work.
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Graf Zahl
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Re: GZDoom benchmarks. Help needed!

Post by Graf Zahl »

Enjay wrote: [edit] BTW, this is only with GZdoom. Zdoom seems to not need to be told not to use vsync and does not cap the frame rate when I start. [/edit]

Sounds suspiciously like a problem with OpenGL then.
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Edward850
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Re: GZDoom benchmarks. Help needed!

Post by Edward850 »

Computer specs:

CPU: AMD Athlon(tm) 64 X2 Dual Core Processor 5000+, MMX, 3DNow (2 CPUs), ~2.6GHz
RAM: 2048MB RAM
Video Card: NVIDIA GeForce 9400 GT
OS: Windows XP SP3

Running Fullscreen at 1360 x 768
Spoiler: OpenGL Settings
Spoiler: Hellcore With GL_NO_SHADERS 0
Spoiler: Hellcore With GL_NO_SHADERS 1
Spoiler: Phobos: Anomaly Reborn With GL_NO_SHADERS 0
Spoiler: Phobos: Anomaly Reborn With GL_NO_SHADERS 1
Spoiler: KDIZD With GL_NO_SHADERS 0
Spoiler: KDIZD With GL_NO_SHADERS 1
Spoiler: Phobia: The Age With GL_NO_SHADERS 0
Spoiler: Phobia: The Age With GL_NO_SHADERS 1
Spoiler: ZPack With GL_NO_SHADERS 0
Spoiler: ZPack With GL_NO_SHADERS 1
Spoiler: TUNT With GL_NO_SHADERS 0
Spoiler: TUNT With GL_NO_SHADERS 1
Spoiler: Phobos: Anomaly Reborn (Lights.pk3 included) With GL_NO_SHADERS 0
Spoiler: Phobos: Anomaly Reborn (Lights.pk3 included) With GL_NO_SHADERS 1
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Gez
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Re: GZDoom benchmarks. Help needed!

Post by Gez »

Is the FPS counter reliable? By curiosity I ran again one of these saves which indicated a spuriously low FPS. But instead of just tinkering with the menu and taking a snapshot, I explored the level. And while the counter remained below 5, it felt more like 20 FPS. It was definitely much more smooth than, say, Morrowind+MGE at the same displayed FPS values.
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Re: GZDoom benchmarks. Help needed!

Post by playerlin »

CPU : AMD A64 X2 3600+ (2.0GHz)
Memory : A-DATA DDR2 800Mhz 1GB * 2
Display card : MSI NX8600GT-OC (256MB DDR2 Memory) 580MHz/800MHz (BIOS Version:60.84.51.00.17)
OS : Windows XP SP3
Display driver verions: 182.06

Launch WADs with Drag'n'Drop to GZDoom.exe.
(I was cannot do this test due my GZDoom can't find savegames I downloaded.
Later, I discovered GZDoom reads savegames from "C:\Documents and Settings\Administrator\"
when I used Drag'n'Drop method to load PWADs......I don't know if it's a bug or not.)

Run in 800x600 ,Fullscreen
vertical sync is off, rendering quality is "speed", fog mode to "radial".

Result:
(Screenshots : http://playerlin.googlepages.com/screenshots.rar)

HC20.WAD (HC20.PNG)

22 - 24 fps

KDIZD_11.WAD (KDIZD_11.PNG)

35 - 41 fps

PAR.WAD (PAR_01.PNG)

46 - 49 fps

PAR.WAD with lights.pk3 (PAR_02.PNG)

39 - 41 fps

Phobiata.wad (phobiata.png)

16 - 17 fps

TUTNT.WAD (TUTNT.PNG)

14 - 15 fps

zPack.wad (zPack.png)

22 - 23 fps

(My INI file is in attachment. :P)
Attachments
my_ini.rar
My GZDoom INI
(4.84 KiB) Downloaded 77 times
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GuntherDW
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Re: GZDoom benchmarks. Help needed!

Post by GuntherDW »

I wanted to show some results from a linux build, because performance always was a little below par to the windows version,
but when i use stat rendertimes, all of the numbers on the bottom just stay at 0.00.

even with a clean config it sits there at 0.00
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Graf Zahl
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Re: GZDoom benchmarks. Help needed!

Post by Graf Zahl »

I'd really be interested how this benchmark performs on the same systems with the latest drivers, especially NVidia.

Updating gradually from 169.xx to 191 beta I got massive speed improvements on my GF8600 (up to 50% faster on the Hellcore map.) and it'd be interesting if other cards benefit as much from the driver improvements.
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Re: GZDoom benchmarks. Help needed!

Post by Enjay »

I can run the tests again when I get home. Are the savegames compatible with the current SVN version or do you want the older version to be used again?
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Gez
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Re: GZDoom benchmarks. Help needed!

Post by Gez »

Enjay wrote:Are the savegames compatible with the current SVN version
No. The MINSAVEVER value has been bumped up a few times in the meantime. It's currently set at ZDoom r1848. GZDoom r343 was at ZDoom r1648 (technically r1651, but its version file had not been updated).
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Graf Zahl
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Re: GZDoom benchmarks. Help needed!

Post by Graf Zahl »

Repeat the test with the old version. Using the new one would falsify the results anyway. I did a comparison with 2 scenes today and the latest build seems a bit faster than the old one.
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Enjay
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Re: GZDoom benchmarks. Help needed!

Post by Enjay »

Graf Zahl wrote:Repeat the test with the old version. Using the new one would falsify the results anyway.
Ah, of course it would.

Don't suppose you have a built copy of the required revision handy that you could upload do you?
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Re: GZDoom benchmarks. Help needed!

Post by jengelh »

Graf Zahl wrote:- make sure that all shader options in the GL menu are set 'on' and rendering quality is set to 'speed', vertical sync 'off' and fog mode to 'radial'.
I do not have any shaders in the GL options menu; only fog modes available are "off" and "standard". Does a — yes, old — NV11 ("GF2MX400") even use the code you are trying to test?
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